Jens Edlund is a Professor at KTH Royal Institute of Technology's Division of Speech, Music and Hearing. His research focuses on speech technology, dialogue systems, prosody, and evolutionary phonetics. He has contributed to foundational work on speech synthesis, conversational interaction, and multimodal corpora like the D64 corpus. Key projects include the MonAMI Reminder system and analysis of primate vocalizations to understand speech evolution. Edlund has collaborated extensively with global researchers, producing over 150 peer-reviewed works. His work integrates computational methods with linguistic and biological insights, emphasizing human-like dialogue systems and cross-species vocal analysis. Education: Ph.D. in Speech Technology (2011, KTH) Grants: Multiple EU and Swedish Research Council grants for speech technology and interdisciplinary studies Research labs include the KTH Speech, Music and Hearing Lab and collaborations with institutions like Max Planck Institute for Evolutionary Anthropology. Current work explores evolutionary origins of speech biomechanics and AI-driven speech synthesis evaluation.
Tzu-Mao Li is an Assistant Professor in the Department of Computer Science and Engineering (CSE) at the University of California, San Diego (UCSD), affiliated with the Center for Visual Computing. His research focuses on differentiable graphics algorithms, combining classical visual computing with modern machine learning techniques. He holds a Ph.D. from MIT CSAIL under Frédo Durand and a postdoc at MIT and UC Berkeley with Jonathan Ragan-Kelley. His work spans rendering, programming languages for graphics, Monte Carlo methods, and inverse problems. Education: B.S. and M.S. from National Taiwan University (2011-2013), advised by Yung-Yu Chuang. Ph.D. from MIT CSAIL (Computer Graphics Group), advised by Frédo Durand. Postdoctoral research at MIT and UC Berkeley with Jonathan Ragan-Kelley. Research Interests: Differentiable rendering, Monte Carlo integration, programming language design for visual computing, physical simulation, adversarial machine learning, and applications in computer vision and robotics. Key areas include rendering algorithms (path tracing, bidirectional methods), optimization techniques (MCMC, gradient-based), and neural representations (SDFs, neural fields). Publications focus on advancing rendering algorithms, differentiable systems, and applications in inverse problems. Notable contributions include edge sampling for differentiable rendering, warped-area sampling, and diffusion models for BSDF sampling. Awards: ACM SIGGRAPH 2020 Outstanding Doctoral Dissertation Award, multiple Best Paper Awards at SIGGRAPH, and oral presentations at ICCV. Teaching: Courses include CSE 167 (Computer Graphics), CSE 168 (Rendering), and CSE 272 (Advanced Image Synthesis), emphasizing physically-based methods and programming.
Prof. Matthias Nießner is a Professor at the Technical University of Munich , where he leads the Visual Computing Lab . Prior to this, he held a Visiting Assistant Professor position at Stanford University . His work bridges computer vision , graphics , and machine learning , focusing on 3D reconstruction , semantic scene understanding , and AI-driven video synthesis . Prof. Nießner has published over 150 works in top venues like SIGGRAPH , CVPR , and ECCV , with several receiving best paper awards (SIGCHI’14, HPG’15, SPG’18, SIGGRAPH’16 Emerging Tech). His research has garnered international media attention, including features in the New York Times , Wall Street Journal , and MIT Technological Review , as well as TV demonstrations (e.g., Jimmy Kimmel Live for Face2Face technology). Awards : TUM-IAS Rudolph Moessbauer Fellowship (2017–ongoing) Google Faculty Award (2017) Nvidia Professor Partnership Award (2018) ERC Starting Grant (2018, €1.5M) Eurographics Young Researcher Award (2019) Research Trends : 3D Gaussian Splatting for real-time rendering Neural Radiance Fields (NeRF) with mesh supervision Audio-driven facial animation via diffusion models Latent space diffusion for 3D scenes Self-supervised and zero-shot methods for 3D and image analysis As a co-founder and director of Synthesia Inc. , he drives democratization of synthetic media. His YouTube channel has over 5 million views, reflecting his impact beyond academia.
Changxi Zheng is an Associate Professor in the Department of Computer Science at Columbia University's School of Engineering and Applied Science (SEAS). He directs Columbia's Computer Graphics Group (C2G2) within the Columbia Vision and Graphics Center (CVGC). After receiving his PhD from Cornell University, he joined the faculty of Computer Science Department at Columbia, where he has established himself as a leading researcher in computer graphics and scientific computing. Dr. Zheng's research spans multiple areas of applied computer science with a particular focus on computer graphics and scientific computing. His work centers around developing numerical models for simulating physical phenomena involving complex motions such as fluids, bubbles, and thin rods, along with their resulting acoustic waves. Leveraging computational insights from these models, he devises methods for improving tangible object creation, enabling novel human-computer interactions, and developing software tools for acoustic and photonic devices. His research has attracted significant public interest and media coverage, including projects like FontCode, AirCode, and Computational Metallophone Design. His recent publications reveal a strong interdisciplinary approach, bridging computer graphics, physics simulation, machine learning, and hardware design. His work demonstrates consistent innovation in computational methods for simulating physical phenomena and applying these techniques to practical problems in 3D printing, acoustic modeling, and interactive systems. The breadth of his research spans from fundamental physics-based simulations to practical applications in industry. Columbia SEAS Dean's Fellow (for advised students) NSF Graduate Research Fellow (for Ruilin Xu) Snap Research Fellow (for Rundi Wu) CKGSB Fellow (for Yun Fei) Adobe Research Fellow (for Gabriel Cirio) Marie Sklodowska-Curie Individual Fellow (for Rundi Wu) Best Paper Award at ACM International Conference on Multimedia (ACMMM), 2019 Dr. Zheng actively mentors a diverse group of students, including current PhD candidates and postdoctoral researchers. His research group has received support from various sources that enable their innovative work in computational graphics and physics-based simulation. He has supervised numerous successful students who have gone on to positions at leading technology companies including Adobe, Tencent, Facebook, and academic institutions. As director of Columbia's Computer Graphics Group (C2G2) within the Columbia Vision and Graphics Center (CVGC), Dr. Zheng leads a vibrant research team focused on advancing the state of the art in computer graphics, physics-based simulation, and their applications. The group maintains strong collaborations with industry partners and academic institutions worldwide, fostering an environment of innovation and practical application of theoretical concepts.
David B. Lindell is an Assistant Professor in the Department of Computer Science at the University of Toronto, with affiliations to the Vector Institute and AXL. He is a founding member of the Toronto Computational Imaging Group. His research focuses on physically based intelligent sensing, integrating physical models, signal processing, and AI to advance sensing systems. Notable projects include imaging around corners, through scattering media, and developing machine learning algorithms for 3D scene reconstruction. Education: Ph.D. in Computational Imaging from Stanford University (advisor: Gordon Wetzstein). Awards include the 2024 Ontario Early Researcher Award and the Best Student Paper at CVPR 2025. His work combines computational imaging with applications in computer graphics and autonomous systems. Research interests span non-line-of-sight imaging, single-photon sensing, and neural representations. Key contributions include the Light-Cone Transform (Nature 2018), confocal diffuse tomography (Nature Communications 2020), and AutoInt (CVPR 2021). His lab develops systems for 3D reconstruction, transient imaging, and photon-efficient sensors. Selected grants and support: NSF CAREER Award, DARPA REVEAL program, and KAUST Visual Computing Center funding. Active collaborations with industry and academic institutions on autonomous driving and medical imaging applications.
Jonathan T. Barron is a Researcher at Google DeepMind in San Francisco, specializing in Computer Vision , Neural Rendering , and 3D Scene Reconstruction . He earned his PhD at UC Berkeley under Jitendra Malik and has pioneered advancements in NeRF (Neural Radiance Fields) and diffusion-based 3D generation. Research Interests : Computer Vision, Deep Learning, Generative AI, Image Processing, and 3D Reconstruction via Radiance Fields. His work includes Bolt3D for rapid 3D scene generation, CAT3D/CAT4D for text-to-3D/4D, and Zip-NeRF for anti-aliased radiance fields. He has also developed real-time rendering frameworks like SMERF and NeRF-Casting for reflections. Scientific awards: PAMI Young Researcher Award He has served as Area Chair for CVPR, ICCV, and NeurIPS, and his research is widely adopted in applications like Google's Lens Blur , Portrait Mode , and Jump VR .
Yuriy Rogovchenko is a Professor in the Department of Mathematical Sciences at the University of Agder. His research spans differential equations, mathematical modeling, and education innovation, with applications in biology, social sciences, and engineering. Rogovchenko has contributed extensively to mathematics education through projects like PLATINUM (Erasmus+ Strategic Partnership) and CPEA-ST-2019/10067 (Eurasia project). PhD in differential equations (Institute of Mathematics, Kyiv, 1987) Regular Associate at Abdus Salam ICTP, Trieste (2004-2011) Editor for 11 international journals Referee for over 70 journals Research Interests: Qualitative theory of differential equations, perturbation methods, mathematical modeling in interdisciplinary contexts. He focuses on enhancing conceptual understanding through inquiry-based learning and nonstandard problems. Publications: Recent works include advancements in linear system observability, parameter identification methods, and educational studies on exact differential equations. His collaborations with Svitlana Rogovchenko and Matthias Pätzold highlight applications in engineering and biology. Awards: Sørlandet kompetansefonds research award (2016).
Yaser Sheikh is an Associate Professor at the Robotics Institute of Carnegie Mellon University (on leave) and Director of the Facebook Reality Lab, Pittsburgh . He holds appointments in the Mechanical Engineering Department and focuses on ' metric telepresence ' for AR/VR interactions. His research spans machine perception , computer vision , computer graphics , and machine learning , with applications in social behavior modeling and dynamic 3D reconstruction. University: Carnegie Mellon University Roles: Associate Professor (Robotics Institute), Director (Facebook Reality Lab) Contact: yaser@cs.cmu.edu, yasers@fb.com Research Interests include: Computer Vision: Pose estimation, 3D reconstruction, camera calibration Computer Graphics: Face/Hand animation, photorealistic rendering Machine Learning: Neural rendering, unsupervised learning for landmark detection AR/VR: Telepresence, immersive social interactions Notable Trends in Publications reveal a focus on real-time pose estimation (e.g., OpenPose), dynamic 3D reconstruction , and codec avatars for VR/AR. Recent works emphasize universal priors and neural rendering for photorealistic avatars. Scientific Awards include: Popular Science’s Best of What’s New Award Honda Initiation Award (2010) Best Paper Awards: WACV (2012), SCA (2010), ICCV THEMIS (2009) Hillman Fellowship for Excellence in Computer Science Research (2004) Advising and Grants: He has advised numerous PhD students (e.g., Hanbyul Joo, Tomas Simon) and received funding from the National Science Foundation , DARPA, and industry partners like Intel , Disney , and Honda . Labs & Teams: Leads the Facebook Reality Lab in Pittsburgh, collaborating with institutions like Carnegie Mellon University and Disney Research.
Stefanie Mueller is the TIBCO Career Development Associate Professor at MIT's Electrical Engineering and Computer Science Department, with joint affiliation in Mechanical Engineering. She leads the HCI Engineering Group at the Computer Science and Artificial Intelligence Laboratory (CSAIL), focusing on advancing fabrication techniques through hardware/software innovations that enable novel object interactions. Develops computational fabrication methods combining photochromic dyes, lenticular lenses, birefringent materials, and optical illusions Co-chaired ACM CHI 2023 and ACM UIST 2020 program committees Recipients of 9 MIT EECS Best Undergraduate Researcher Awards among mentees Her research spans four key directions: Appearance-changing Objects: Photo-Chromeleon (ACM UIST 2019), Lenticular Objects (ACM UIST 2021), and Polagons (ACM CHI 2023) demonstrate reprogrammable surfaces through advanced materials and optical engineering. Tracking Systems: InfraredTags (ACM CHI 2022) and G-ID (ACM CHI 2020) enable passive object tracking via infrared markers and slicing artifacts. Embedded Sensing: MechSense (ACM CHI 2023) and Sprayable User Interfaces (ACM CHI 2020) integrate sensing capabilities into complex geometries. Curved Surface Prototyping: FlexBoard (ACM CHI 2023) and CurveBoard (ACM CHI 2020) develop specialized tools for non-planar electronics. Her recent publications focus on functionality segmentation (UIST 2023), fluorescent markers (UIST 2023), and machine-knitted haptics (UIST 2023). These works combine machine learning, material science, and interactive design principles to push fabrication boundaries. Scientific recognition includes: 2022 MIT Technology Review Innovators Under 35 2020 Microsoft Research Faculty Fellowship 2020 Alfred P. Sloan Research Fellowship 2019 ACM UIST Best Paper Award 2019 NSF CAREER Award 2018 MIT EECS Outstanding Educator Award 2017 Forbes 30 Under 30 in Science Mentoring 9 PhD students and over 20 master's students, her lab has produced 20+ publications at top HCI conferences. She redesigned MIT's 6.810 Engineering Interactive Technologies course during the pandemic, maintaining hands-on learning through home electronics kits and Slack-based collaboration.
Professor Gabriel Brostow is a faculty member in the Department of Computer Science at University College London (UCL), where he leads research in Computer Vision and Human-Computer Interaction. He also serves as Chief Research Scientist and Senior Director of the R&D Team at Niantic, the company behind Pokémon GO. His work bridges academic research and industry applications, focusing on developing AI systems that enhance human capabilities through what he terms 'Human in the Loop AI'—now commonly referred to as Human-Centered AI. Brostow completed his BS in Electrical Engineering at UT Austin, followed by a PhD with Irfan Essa at Georgia Tech. He then pursued postdoctoral research with Roberto Cipolla's Computer Vision & Robotics Group at Cambridge University as a Marshall Sherfield Fellow, and with Marc Pollefeys in ETH Zurich's CVG Group. His research explores how AI, particularly Computer Vision, can serve as 'super-tools' for professionals across various domains including filmmaking, architecture, robotics, and scientific research. Specific interests include assistive technology for everyday life, authoring systems that maximize user effort, 3D reconstruction, depth estimation, and vision-language models. His work often involves creating systems that are validated through real-world human interaction to ensure practical utility. Analysis of his recent publications reveals a strong focus on practical applications of Computer Vision that directly interact with humans. His research spans 3D scene understanding, depth estimation, sketch-based interfaces, and multimodal AI systems. There's a clear emphasis on creating benchmarks and tools that facilitate human-AI collaboration, with applications in assistive technology, urban planning, filmmaking, and biodiversity monitoring. His work frequently appears at top conferences including CVPR, NeurIPS, ECCV, and CHI. Marshall Sherfield Fellowship Brostow actively mentors PhD students, with current advisees including Ross Murphy, Skanda Koppula, Gizem Unlu, Omiros Pantazis, and Jamie Watson. His alumni include numerous PhD graduates and MSc students who have gone on to successful careers in academia and industry. He emphasizes selecting students based on passion and potential rather than just academic credentials, valuing traits like helpfulness, drive, and hunger to learn. His research is supported through collaborations with major institutions and companies including DeepMind, MIT, and the University of Edinburgh. He leads a research group at UCL that collaborates closely with Niantic's R&D team, creating a unique bridge between academic research and industry application. His team's work frequently involves developing novel Computer Vision techniques that are validated through real-world human interaction, ensuring practical utility alongside technical innovation. The group explores blue-sky research problems with applications ranging from assistive technology to professional tools for filmmakers, architects, and scientists studying diverse environments.
Prof. Justus Thies is Full Professor for 3D Graphics & Vision at the Technical University of Darmstadt and leads the Neural Capture & Synthesis research group at the Max Planck Institute for Intelligent Systems. His research develops AI methods to capture and synthesize the real world using commodity hardware, focusing on markerless motion capture of faces and bodies, and photorealistic neural rendering. His work has been recognized with the German Pattern Recognition Award, Eurographics Young Researcher Award, and an ERC Starting Grant (all 2024). Recent publications focus on Gaussian-based avatars, neural human reconstruction, and diffusion models for scene synthesis.
Ron Fedkiw is the Canon Professor of Computer Science at Stanford University's School of Engineering. He holds a PhD in Applied Mathematics from UCLA. His research focuses on computational algorithms for applications in computational fluid dynamics, computer graphics, biomechanics, and machine learning. Fedkiw has pioneered techniques for simulating natural phenomena in film and video games, earning two Academy Awards for his contributions to visual effects. He leads the PhysBAM lab and collaborates with industry through consulting roles at Epic Games and former work with Industrial Light & Magic. Education: PhD in Applied Mathematics, UCLA (1996). Notable awards include the National Academy of Science Award, Packard Fellowship, and multiple teaching honors. His lab has graduated 40 PhD students, many of whom have made significant impacts in academia and industry. Research interests span fluid dynamics, cloth simulation, facial animation, and integrating machine learning with physical models. Key contributions include algorithms for two-way fluid-solid coupling, muscle-based facial modeling, and neural network approaches for cloth and deformable bodies. Current projects explore physics-informed machine learning and real-time interactive simulations. Scientific Awards include two Oscars, PECASE, and Okawa Foundation grants. His work bridges computational physics and visual effects, with over 140 research papers and a textbook on level set methods. Advising and grants: Supervised 40 PhD students, securing funding through NSF, ONR, and industrial partnerships. Lab collaborations include SAIL (Stanford AI Lab) and Epic Games. Future work focuses on AI-driven physical simulations and biomedical applications.
Michael J. Black is a Professor and Honorarprofessor at the University of Tübingen's Faculty of Science, Department of Computer Science, and a founding Director of the Max Planck Institute for Intelligent Systems, leading the Perceiving Systems department. He holds a B.Sc. from the University of British Columbia (1985), M.S. from Stanford (1989), and Ph.D. in Computer Science from Yale (1992). His research focuses on computer vision, 3D human modeling, motion capture, and AI-driven digital humans. Key contributions include the SMPL body model, optical flow algorithms, and datasets like Middlebury Flow and Sintel. He has received major awards such as the PAMI Distinguished Researcher Award, multiple Koenderink and Longuet-Higgins Prizes, and is a member of the German National Academy of Sciences Leopoldina and Royal Swedish Academy of Sciences. His commercial ventures include co-founding Body Labs (acquired by Amazon) and Meshcapade, advancing 3D human generation and interaction technologies. Recent work includes markerless motion capture systems (e.g., MAMMA, PICO), 3D hair and garment synthesis, and AI tools like ChatHuman for 3D human interaction analysis. His research bridges vision, graphics, and robotics, with applications in animation, healthcare, and robotics.
Wenhu Chen is an Assistant Professor at the University of Waterloo's Computer Science Department and a CIFAR AI Chair at the Vector Institute. He also holds a part-time role as a Senior Research Scientist at Google DeepMind (20% allocation). His research focuses on natural language processing, deep learning, and multimodal reasoning, with contributions to models like MAmmoTH, OpenCoderInterpreter, and VISTA. He received awards including the Canada CIFAR AI Chair (2022) and the UCSB CS Outstanding Dissertation Award (2021). Education: PhD in Computer Science from the University of California, Santa Barbara (under William Wang and Xifeng Yan). Research interests include complex reasoning, controllable GenAI, and multimodal benchmarks like MEGABench and MMMU. Grants include CIFAR AI Chair Funding (2022-2027), NSERC Discovery Fund (2023-2028), and multiple NRC Canada grants. He directs the TIGER Lab, advancing generative models in text, images, videos, and music. Recent talks include presentations on multimodal reasoning at Apple and NeurIPS workshops.
Ira Kemelmacher-Shlizerman is a Full Professor of Computer Science at the Paul G. Allen School of Computer Science & Engineering at the University of Washington and Director of the UW Reality Lab. She also serves as a Principal Scientist at Google, where she leads the Shopping Gen AI visuals teams focusing on Virtual Try-On, 3D, and product videos. Her research spans computer vision, computer graphics, and Generative AI, with particular contributions to virtual try-on technology, 3D modeling, and augmented reality applications. Professor Kemelmacher-Shlizerman's research interests focus on Generative AI applications in visual computing. Her work bridges the gap between theoretical computer vision and practical applications, particularly in e-commerce and virtual reality. She has made significant contributions to virtual try-on technology, 3D editing with generative models, and AI applications for shopping experiences. Her research combines deep learning with traditional computer vision techniques to solve challenging problems in image and video synthesis. Her recent publications demonstrate a strong trend toward Generative AI applications for visual shopping experiences, virtual try-on technology, and 3D content creation. The work spans multiple top conferences including CVPR, SIGGRAPH, and ICCV, with a focus on practical applications of computer vision and graphics. Her research has evolved from foundational work in face reconstruction and aging to current applications in virtual shopping and 3D content generation. Google faculty award Madrona prize GeekWire Innovation of the Year Award Covers of CACM and SIGGRAPH Best student paper honorable mention at CVPR'21 Best demo runner up MobiSys'22 Senior member of IEEE Distinguished Member of ACM Professor Kemelmacher-Shlizerman has successfully tech-transferred multiple research projects to industry. She founded Dreambit, a startup acquired by Meta, and previously built and launched the Face Movies feature at Google. She currently leads Google's Shopping Gen AI visuals teams, focusing on 10x improvements to shopping journeys. Her UW Reality Lab serves as a hub for AR/VR research with industry partnerships. She has mentored numerous PhD students who have become researchers in both academia and industry, with several publications featuring student co-authors receiving recognition at top conferences. Professor Kemelmacher-Shlizerman leads the Graphics and Imaging Laboratory (GRAIL) and the UW Reality Lab, which focuses on augmented and virtual reality research with industry partnerships including Google. The labs work on cutting-edge projects in virtual try-on, 3D modeling, and immersive experiences, bridging academic research with real-world applications.