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Edoardo A. Dominici

Research Engineer @ Huawei Zürich

About

I am a research engineer at Huawei in Zürich, Switzerland currently working at the intersection of computer graphics and generative models, with a particular focus on image-based scene generation.

Before joining Huawei I worked on production renderers for animated movies: at Animal Logic (then Netflix Animation Studios) where I was part of the Rendering R&D team and at Tangent Animation on a custom fork of Blender's Cycles. You can find me in the credits of Leo, The Magician's Elephant and Maya and the Three.

I hold a MSc from the University of British Columbia, where I worked on image vectorization algorithms under the supervision of dr. Alla Sheffer. My BSc thesis was on WebGL image retargeting under the supervision of dr. Marco Tarini.

Publications

DreamAnywhere

DreamAnywhere: Object-Centric Panoramic 3D Scene Generation

Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger

WACV 2026 Oral
TL;DR: Modular 3D scene generation from text using 360° panoramas, object-centric decomposition, and hybrid inpainting for immersive navigation and editing.
Neural Irradiance Volume

Real-time Rendering with a Neural Irradiance Volume

Arno Coomans, Giacomo Nazzaro, Edoardo A. Dominici, Christian Döring, Floor Verhoeven, Konstantinos Vardis, Markus Steinberger

Eurographics 2026
TL;DR: We introduce an irradiance formulation for neural network-based radiance caching which improves quality and compression compared to existing probe based methods.
Dynamic Light Fields

Real-time Neural Rendering of Dynamic Light Fields

Arno Coomans, Edoardo A. Dominici, Christian Döring, Joerg H. Mueller, Jozef Hladky, Markus Steinberger

Eurographics 2024, Computer Graphics Forum
TL;DR: Introduce a temporal extension to neural radiosity and show how dynamic light fields can be cached into compact neural networks and encodings for real-time rendering.
Focus Range

Focus Range: Production Ray Tracing of Depth of Field

Edoardo A. Dominici, Emanuel Schrade, Basile Fraboni, Luke Emrose, Curtis Black

SIGGRAPH Asia 2023 Technical Communications
TL;DR: Novel piece-wise linear ray tracing formulation for defocus blur. We integrated it into a production path tracer supporting glossy materials and reflections so that the Leo character could be focused through the looking glass <3
Perception-Driven Vectorization

Perception-Driven Semi-Structured Boundary Vectorization

Shayan Hoshyari, Edoardo A. Dominici, Alla Sheffer, Nathan Carr, Zhaowen Wang, Duygu Ceylan, I-Chao Shen

SIGGRAPH 2018, ACM Transactions on Graphics 37(4)
TL;DR: We introduce a vectorization algorithm that alternates corner detection and curve fitting guided by perceptual principles to generate clean, artist-friendly boundary curves.

Contact

Email: edoaramis [at] gmail.com

Location: Huawei Research Center, Zürich, Switzerland