Rafał Tobiasz

CV
h-index16
4papers
16citations
Novelty43%
AI Score46

4 Papers

QUANT-PHFeb 4Code
QuantumGS: Quantum Encoding Framework for Gaussian Splatting

Grzegorz Wilczyński, Rafał Tobiasz, Paweł Gora et al.

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled real-time rendering of complex scenes. However, standard 3DGS relies on spherical harmonics, which often struggle to accurately capture high-frequency view-dependent effects such as sharp reflections and transparency. While hybrid approaches like Viewing Direction Gaussian Splatting (VDGS) mitigate this limitation using classical Multi-Layer Perceptrons (MLPs), they remain limited by the expressivity of classical networks in low-parameter regimes. In this paper, we introduce QuantumGS, a novel hybrid framework that integrates Variational Quantum Circuits (VQC) into the Gaussian Splatting pipeline. We propose a unique encoding strategy that maps the viewing direction directly onto the Bloch sphere, leveraging the natural geometry of qubits to represent 3D directional data. By replacing classical color-modulating networks with quantum circuits generated via a hypernetwork or conditioning mechanism, we achieve higher expressivity and better generalization. Source code is available in the supplementary material. Code is available at https://github.com/gwilczynski95/QuantumGS

CVNov 25, 2025Code
GaINeR: Geometry-Aware Implicit Network Representation

Weronika Jakubowska, Mikołaj Zieliński, Rafał Tobiasz et al.

Implicit Neural Representations (INRs) have become an essential tool for modeling continuous 2D images, enabling high-fidelity reconstruction, super-resolution, and compression. Popular architectures such as SIREN, WIRE, and FINER demonstrate the potential of INR for capturing fine-grained image details. However, traditional INRs often lack explicit geometric structure and have limited capabilities for local editing or integration with physical simulation, restricting their applicability in dynamic or interactive settings. To address these limitations, we propose GaINeR: Geometry-Aware Implicit Network Representation, a novel framework for 2D images that combines trainable Gaussian distributions with a neural network-based INR. For a given image coordinate, the model retrieves the K nearest Gaussians, aggregates distance-weighted embeddings, and predicts the RGB value via a neural network. This design enables continuous image representation, interpretable geometric structure, and flexible local editing, providing a foundation for physically aware and interactive image manipulation. The official implementation of our method is publicly available at https://github.com/WJakubowska/GaINeR.

GRFeb 11, 2025
MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Rafał Tobiasz, Grzegorz Wilczyński, Marcin Mazur et al.

Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offers numerous inherent advantages for rendering. For example, ray tracing is able to handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced quality without additional training. Furthermore, we can enhance the reconstruction quality through the application of a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

CVJun 9, 2025
HuSc3D: Human Sculpture dataset for 3D object reconstruction

Weronika Smolak-Dyżewska, Dawid Malarz, Grzegorz Wilczyński et al.

3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.