Konstantinos Vardis

Computer Scientist

My work focuses on computer graphics and vision R&D, with emphasis on rendering, neural graphics, and learned 3D content generation. I hold a PhD from the Athens University of Economics and Business (AUEB) and am currently based in Zürich, Switzerland, working as a Principal Researcher at Huawei's Zürich Research Center.

Research Interests: 3D Generative AI, Light Transport, GPU Computing

Selected Publications (Full list on Google Scholar)

Figure from Real-time Rendering with a Neural Irradiance Volume

2026. Real-time Rendering with a Neural Irradiance Volume

A. Coomans, G. Nazzaro, Alberto, E. A. Dominici, C. Doring, F. Verhoeven, K. Vardis, and M. Steinberger

Eurographics 2026 (accepted)

Figure from DreamAnywhere: Object-Centric Panoramic 3D Scene Generation

2026. DreamAnywhere: Object-Centric Panoramic 3D Scene Generation

E. A. Dominici, J. Hladky, F. Verhoeven, L. Radl, T. Deixelberger, S. Ainetter, P. Drescher, S. Hauswiesner, A. Coomans, G. Nazzaro,
K. Vardis, M. Steinberger

IEEE/CVF Winter Conference on Applications of Computer Vision (WACV 2026) (Oral)

Figure from A Neural Builder for Spatial Subdivision Hierarchies

2023. A Neural Builder for Spatial Subdivision Hierarchies

I. Evangelou, G. Papaioannou, K. Vardis, A. Gkaravelis

The Visual Computer (Proceedings of Computer Graphics International 2023)

Figure from Illumination-driven Light Probe Placement

2021. Illumination-driven Light Probe Placement

K. Vardis, A. A. Vasilakis, G. Papaioannou

Eurographics 2021 – Posters

Best Poster Award
Figure from A Survey of Multifragment Rendering

2020. A Survey of Multifragment Rendering

A. A. Vasilakis*, K. Vardis*, G. Papaioannou (*equal contribution)

Computer Graphics Forum – presented at Eurographics 2020

Figure from DIRT: Deferred Image-based Ray Tracing

2016. DIRT: Deferred Image-based Ray Tracing

K. Vardis, A. A. Vasilakis, G. Papaioannou

Eurographics/ACM SIGGRAPH Symposium on High Performance Graphics (HPG 2016)

Figure from Real-time Radiance Caching using Chrominance Compression

2014. Real-time Radiance Caching using Chrominance Compression

K. Vardis, G. Papaioannou, A. Gkaravelis

Journal of Computer Graphics Techniques (JCGT) – presented at i3D 2015

Figure from Multi-view Ambient Occlusion with Importance Sampling

2013. Multi-view Ambient Occlusion with Importance Sampling

K. Vardis, G. Papaioannou, A. Gaitatzes

Proc. of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D 2013)

PhD Thesis

Professional Experience (See full CV)

Huawei Cloud Graphics Research Group

Principal Researcher / Team Lead

Huawei

Research and development in computer graphics, vision and machine learning at the Cloud Graphics Research Group.

  • Responsible for leading team(s) of research scientists and engineers.
  • Research and development in 3D Generative AI, Neural Graphics and Neural Rendering.
AUEB Computer Graphics Group

Postdoctoral Researcher

AUEB Computer Graphics Group

Research and development on interactive rendering and illumination algorithms.

  • Lumibricks (2020–2021): Modular Illumination Transfer for Photorealistic Visualization on Commodity Hardware.
    15-month research program co-funded by the European Union and Greek National Funds.
  • Interactive Photorealistic Image Synthesis (2020): 12-month research program funded by the AUEB Research Center.
  • Proof-of-concept implementation of coarse shading technologies for the ARM Mali-G76 Bifrost architecture (2019).

PhD Researcher

AUEB Computer Graphics Group

  • Nomitech Ltd (2016–2017): Visualization Engine for the CostOS software suite.
  • PRESIOUS (2013–2016): Predictive digitization, restoration and degradation assessment of cultural heritage objects.

    3-year EU-funded STREP (GID: 600533).

  • GLIDE (2014–2015): Goal-driven Lighting for Dynamic 3D Environments.

    18-month project co-funded by the General Secretariat of Research and Technology and the European Union (ARISTEIA II programme).

02/2020 – 01/2022 · NeuroPublic S.A. · Software Engineer (Contract)

Satellite imagery processing: Machine Learning pipelines for visible, infrared, and radar data.

Senior Software Engineer

Think Silicon - Applied Materials

  • Development of drivers and software tools for ultra-low power GPUs (Nema), tested on software reference mode and Xilinx FPGA SoCs.
  • Design and development of GLOVE, an open-source intermediate layer between OpenGL ES and Vulkan. Achieved EGL 92% and GLES2 98% conformance.
  • GPU-WEAR: Ultra-low power heterogeneous GPUs for Wearable/IoT devices. EU-funded H2020 project (GID: 717850), 2016–2018.
05/2008 – 10/2013 · Oraton (now SGP TACCON) · Senior Software Engineer (Contract)
05/2008 – 10/2009 · Evorad (now I KNOW-HOW) · Graphics and Medical Visualization Software Engineer
10/2006 – 02/2008 · SEGACreative Assembly · Graphics Engine and UI Programmer

AAA game engine rendering: vegetation systems, naval battles, buildings, and UI. Empire: Total War (BAFTA Award).

Academic

Service

Reviewer and IPC member for:

Education

PhD in Computer Graphics · Athens University of Economics and Business · 2011–2016 · Advisor: Prof. Georgios Papaioannou
MSc in Virtual Environments and Visualization · University of Hull · 2004–2005
BSc in Computer Science · University of Sussex · 2001–2004

Teaching

Athens University of Economics and Business , Department of Informatics

Teaching Assistant 2012 – 2015

Computer Graphics BSc Course Databases BSc Course

Coordinating lab sessions for over 300 BSc students each year, including course and exam material preparation, teaching, and examining.

Research Software

VRMW - Virtual Reassembly System interface
VRMW - Virtual Reassembly System

A multi-purpose platform for virtual operations on digitized cultural heritage objects. Concentrated on object reassembly tasks and measurements in a fully three-dimensional environment.

XEngine v1.0 deferred rendering engine
XEngine v1.0

A scene graph-based deferred rendering API and research platform for testing real-time algorithms for shading and illumination effects using OpenGL. Provided as DLL with ANSI C API. Property of the AUEB Graphics Group, under MIT license.

XEngine v1.0 deferred rendering engine
CRay Engine Mini

A mini, CPU-based, tiled ray tracing engine consisting of two files with minimal dependencies. Created for educational purposes. Suitable for rapid prototyping and integration into larger systems.

Data Structures

Reference implementations of common C++ data structures and basic searching/sorting algorithms written in C++11. Intended as a helper on common implementations, not as a performance-optimized library.

Rayground

An online platform for ray tracing shader development and experimentation. Real-time interactive environment for learning and prototyping ray tracing algorithms.