Demo Data from VLDB 2026 / reviewers in the wild / expert
Purva Tendulkar
dblp:238/0059
· DBLP profile ↗
8ranked-venue papers
3as first author
5since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
5 papers |
Robot manipulation · 32% Face, body and person analysis · 14% 3D vision · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 10 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling › generative adversarial network
GAN inversion |
0.7 | 1 | 2023 | Landscape Learning for Neural Network Inversion · ICCV 2023 |
Robotics › Robot manipulation
grasping |
0.7 | 1 | 2023 | FLEX: Full-Body Grasping Without Full-Body Grasps · CVPR 2023 |
Robotics › Robot manipulation › grasping › grasp planning › grasp synthesis
human grasp generation |
0.7 | 1 | 2023 | FLEX: Full-Body Grasping Without Full-Body Grasps · CVPR 2023 |
Computer vision › Face, body and person analysis › human pose analysis
human pose and shape |
0.7 | 1 | 2023 | FLEX: Full-Body Grasping Without Full-Body Grasps · CVPR 2023 |
Robotics › Robot manipulation › grasping
whole-body grasping |
0.7 | 1 | 2023 | FLEX: Full-Body Grasping Without Full-Body Grasps · CVPR 2023 |
Natural language and speech › Question answering and dialogue systems
reasoning consistency |
0.4 | 1 | 2020 | SQuINTing at VQA Models: Introspecting VQA Models With Sub-Questions · CVPR 2020 |
Computer vision › Vision and language
visual question answering |
0.4 | 1 | 2020 | SQuINTing at VQA Models: Introspecting VQA Models With Sub-Questions · CVPR 2020 |
Computer vision › Face, body and person analysis
facial expression analysis |
0.2 | 1 | 2024 | How Video Meetings Change Your Expression · ECCV (17) 2024 |
Computer vision › 3D vision
human pose reconstruction |
0.2 | 1 | 2023 | Landscape Learning for Neural Network Inversion · ICCV 2023 |
Computer vision › Video understanding and tracking › video analytics › video object analysis › object-centric video understanding
object permanence |
0.2 | 1 | 2022 | Revealing Occlusions with 4D Neural Fields · CVPR 2022 |
Methods — techniques the papers use, named apart from their topics
pose priors · 1.3hand-grasping priors · 1.33d geometric constraints · 1.3meta-learning · 0.7gradient descent · 0.7point cloud encoding · 0.6neural field · 0.6attention mechanism · 0.6sub-question importance-aware network tuning · 0.4attention supervision · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | How Video Meetings Change Your Expression
Sumit Sarin, Utkarsh Mall, Purva Tendulkar, Carl Vondrick |
ECCV (17) | 3 |
| 2023 | FLEX: Full-Body Grasping Without Full-Body GraspsabstractSynthesizing 3D human avatars interacting realistically with a scene is an important problem with applications in AR/VR, video games, and robotics. Towards this goal, we address the task of generating a virtual human – hands and full body – grasping everyday objects. Existing methods approach this problem by collecting a 3D dataset of humans interacting with objects and training on this data. However, 1) these methods do not generalize to different object positions and orientations or to the presence of furniture in the scene, and 2) the diversity of their generated full-body poses is very limited. In this work, we address all the above challenges to generate realistic, diverse full-body grasps in everyday scenes without requiring any 3D full-body grasping data. Our key insight is to leverage the existence of both full-body pose and hand-grasping priors, composing them using 3D geometrical constraints to obtain full-body grasps. We empirically validate that these constraints can generate a variety of feasible human grasps that are superior to baselines both quantitatively and qualitatively. See our webpage for more details: flex.cs.columbia.edu. Purva Tendulkar, Didac Suris, Carl Vondrick |
CVPR | 1 |
| 2023 | Landscape Learning for Neural Network InversionabstractMany machine learning methods operate by inverting a neural network at inference time, which has become a popular technique for solving inverse problems in computer vision, robotics, and graphics. However, these methods often involve gradient descent through a highly non-convex loss landscape, causing the optimization process to be unstable and slow. We introduce a method that learns a loss landscape where gradient descent is efficient, bringing massive improvement and acceleration to the inversion process. We demonstrate this advantage on a number of methods for both generative and discriminative tasks, including GAN inversion, adversarial defense, and 3D human pose reconstruction. Ruoshi Liu, Chengzhi Mao, Purva Tendulkar, Hao Wang 0014, Carl Vondrick |
ICCV | 3 |
| 2022 | Revealing Occlusions with 4D Neural FieldsabstractFor computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D video, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at occ1usions. cs. co1umbia. edu. Basile Van Hoorick, Purva Tendulkar, Didac Suris, Dennis Park, Simon Stent, Carl Vondrick |
CVPR | 2 |
| 2021 | SOrT-ing VQA Models : Contrastive Gradient Learning for Improved ConsistencyabstractSameer Dharur, Purva Tendulkar, Dhruv Batra, Devi Parikh, Ramprasaath R. Selvaraju. Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2021. Sameer Dharur, Purva Tendulkar, Dhruv Batra, Devi Parikh, Ramprasaath R. Selvaraju |
NAACL-HLT | 2 |
| 2020 | SQuINTing at VQA Models: Introspecting VQA Models With Sub-QuestionsabstractExisting VQA datasets contain questions with varying levels of complexity. While the majority of questions in these datasets require perception for recognizing existence, properties, and spatial relationships of entities, a significant portion of questions pose challenges that correspond to reasoning tasks - tasks that can only be answered through a synthesis of perception and knowledge about the world, logic and / or reasoning. Analyzing performance across this distinction allows us to notice when existing VQA models have consistency issues - they answer the reasoning questions correctly but fail on associated low-level perception questions. For example, in Figure 1, models answer the complex reasoning question “Is the banana ripe enough to eat?” correctly, but fail on the associated perception question “Are the bananas mostly green or yellow?” indicating that the model likely answered the reasoning question correctly but for the wrong reason. We quantify the extent to which this phenomenon occurs by creating a new Reasoning split of the VQA dataset and collecting VQAintrospect, a new dataset1 which currently consists of 200K new perception questions which serve as sub questions corresponding to the set of perceptual tasks needed to effectively answer the complex reasoning questions in the Reasoning split. Our evaluation shows that state-of-the-art VQA models have comparable performance in answering perception and reasoning questions, but suffer from consistency problems. To address this shortcoming, we propose an approach called Sub-Question Importance-aware Network Tuning (SQuINT), which encourages the model to attend to the same parts of the image when answering the reasoning question and the perception sub question. We show that SQuINT improves model consistency by ~7%, also marginally improving performance on the Reasoning questions in VQA, while also displaying better attention maps. Ramprasaath R. Selvaraju, Purva Tendulkar, Devi Parikh, Eric Horvitz, Marco Túlio Ribeiro, Besmira Nushi, Ece Kamar |
CVPR | 2 |
| 2020 | Feel The Music: Automatically Generating A Dance For An Input Song
Purva Tendulkar, Aniruddha Kembhavi, Devi Parikh |
ICCC | 1 |
| 2019 | Trick or TReAT : Thematic Reinforcement for Artistic Typography
Purva Tendulkar, Kalpesh Krishna, Ramprasaath R. Selvaraju, Devi Parikh |
ICCC | 1 |