Demo Data from EDBT 2026 / reviewers in the wild / expert
David Li 0001
dblp:09/6661-1
· DBLP profile ↗
8ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0002-3187-6190ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
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.
| Computer graphics and multimedia
5 papers |
Virtual and augmented reality · 32% Computational photography and imaging · 26% Multimedia systems and quality of experience · 12% | |
| Human-computer interaction and pervasive computing
3 papers |
Human-AI interaction · 48% Immersive interaction · 42% Collaborative and social computing · 10% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction
conversational agents |
1.0 | 1 | 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XR · CHI 2026 |
Computational photography and imaging › light field imaging
light field capture |
0.8 | 1 | 2024 | HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR Applications · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality
volumetric capture |
0.8 | 1 | 2024 | HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR Applications · IEEE Trans. Vis. Comput. Graph. 2024 |
GPUs and heterogeneous computing › multi-GPU computing
distributed GPU computing |
0.8 | 1 | 2024 | HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR Applications · IEEE Trans. Vis. Comput. Graph. 2024 |
Multimedia systems and quality of experience › video streaming
360-degree video streaming |
0.5 | 1 | 2021 | A Log-Rectilinear Transformation for Foveated 360-degree Video Streaming · IEEE Trans. Vis. Comput. Graph. 2021 |
Image and video coding
video transcoding |
0.5 | 1 | 2021 | A Log-Rectilinear Transformation for Foveated 360-degree Video Streaming · IEEE Trans. Vis. Comput. Graph. 2021 |
Geometric modeling and processing
3d reconstruction |
0.4 | 1 | 2019 | Interactive Fusion of 360° Images for a Mirrored World · VR 2019 |
Computational photography and imaging › image-based modeling
3d reconstruction from images |
0.4 | 1 | 2019 | Interactive Fusion of 360° Images for a Mirrored World · VR 2019 |
Virtual and augmented reality
mixed reality |
0.4 | 1 | 2019 | Interactive Fusion of 360° Images for a Mirrored World · VR 2019 |
Immersive interaction
mixed reality |
0.4 | 1 | 2019 | Geollery: A Mixed Reality Social Media Platform · CHI 2019 |
Collaborative and social computing
social media |
0.4 | 1 | 2019 | Geollery: A Mixed Reality Social Media Platform · CHI 2019 |
Computer animation and physical simulation
gesture generation |
0.3 | 1 | 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XR · CHI 2026 |
Immersive interaction
augmented reality |
0.3 | 1 | 2025 | Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents · UIST 2025 |
Virtual and augmented reality › immersive display
head-mounted display |
0.1 | 1 | 2021 | A Log-Rectilinear Transformation for Foveated 360-degree Video Streaming · IEEE Trans. Vis. Comput. Graph. 2021 |
Rendering
level of detail |
0.1 | 1 | 2019 | Interactive Fusion of 360° Images for a Mirrored World · VR 2019 |
Methods — techniques the papers use, named apart from their topics
large language model · 2.0gesture event generation · 2.0frame synchronization · 1.5distributed processing · 1.5camera calibration · 1.5summed-area table filtering · 0.5log-rectilinear transformation · 0.5user study · 0.4projection mapping · 0.4mesh texturing · 0.4depth map fusion · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XRabstractCommunicating spatial tasks via text or speech creates “a mental mapping gap” that limits an agent’s expressiveness. Inspired by co-speech gestures in face-to-face conversation, we propose AgentHands, an LLM-powered XR system that equips agents with hands to render responses clearer and more engaging. Guided by a design taxonomy distilled from a formative study (N=10), we implement a novel pipeline to generate and render a hand agent that augments conversational responses with synchronized, space-aware, and interactive hand gestures: using a meta-instruction, AgentHands generates verbal responses embedded with GestureEvents aligned to specific words; each event specifies gesture type and parameters. At runtime, a parser converts events into time-stamped poses and motions, driving an animation system that renders expressive hands synchronized with speech. In a within-subjects study (N=12), AgentHands increased engagement and made spatially grounded conversations easier to follow compared to a speech-only baseline. Ziyi Liu 0004, David Li 0001, Zhongyi Zhou, David Kim 0002, Ruofei Du, Xun Qian |
CHI | 2 |
| 2025 | Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents
Geonsun Lee, Nels Numan, Xun Qian, David Li 0001, Yanhe Chen, Achin Kulshrestha, Ishan Chatterjee, Yinda Zhang 0001, Dinesh Manocha, David Kim 0002, Ruofei Du |
UIST | 5 |
| 2024 | HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR ApplicationsabstractHigh-precision virtual environments are increasingly important for various education, simulation, training, performance, and entertainment applications. We present HoloCamera, an innovative volumetric capture instrument to rapidly acquire, process, and create cinematic-quality virtual avatars and scenarios. The HoloCamera consists of a custom-designed free-standing structure with 300 high-resolution RGB cameras mounted with uniform spacing spanning the four sides and the ceiling of a room-sized studio. The light field acquired from these cameras is streamed through a distributed array of GPUs that interleave the processing and transmission of 4K resolution images. The distributed compute infrastructure that powers these RGB cameras consists of 50 Jetson AGX Xavier boards, with each processing unit dedicated to driving and processing imagery from six cameras. A high-speed Gigabit Ethernet network fabric seamlessly interconnects all computing boards. In this systems paper, we provide an in-depth description of the steps involved and lessons learned in constructing such a cutting-edge volumetric capture facility that can be generalized to other such facilities. We delve into the techniques employed to achieve precise frame synchronization and spatial calibration of cameras, careful determination of angled camera mounts, image processing from the camera sensors, and the need for a resilient and robust network infrastructure. To advance the field of volumetric capture, we are releasing a high-fidelity static light-field dataset, which will serve as a benchmark for further research and applications of cinematic-quality volumetric light fields. Jonathan Heagerty, Shuvra S. Bhattacharyya, Sujal Bista, Barbara Brawn, Brandon Yushan Feng, Susmija Jabbireddy, Joseph F. JáJá, Hernisa Kacorri, David Li 0001, Derek Yarnell, Matthias Zwicker, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 11 |
| 2023 | Continuous Levels of Detail for Light Field Networks
David Li 0001, Brandon Yushan Feng, Amitabh Varshney |
BMVC | 1 |
| 2022 | Progressive Multi-Scale Light Field NetworksabstractNeural representations have shown great promise in their ability to represent radiance and light fields while being very compact compared to the image set representation. However, current representations are not well suited for streaming as decoding can only be done at a single level of detail and requires downloading the entire neural network model. Furthermore, high-resolution light field networks can exhibit flickering and aliasing as neural networks are sampled without appropriate filtering. To resolve these issues, we present a progressive multi-scale light field network that encodes a light field with multiple levels of detail. Lower levels of detail are encoded using fewer neural network weights enabling progressive streaming and reducing rendering time. Our progressive multi-scale light field network addresses aliasing by encoding smaller anti-aliased representations at its lower levels of detail. Additionally, per-pixel level of detail enables our representation to support dithered transitions and foveated rendering. David Li 0001, Amitabh Varshney |
3DV | 1 |
| 2021 | A Log-Rectilinear Transformation for Foveated 360-degree Video StreamingabstractWith the rapidly increasing resolutions of 360° cameras, head-mounted displays, and live-streaming services, streaming high-resolution panoramic videos over limited-bandwidth networks is becoming a critical challenge. Foveated video streaming can address this rising challenge in the context of eye-tracking-equipped virtual reality head-mounted displays. However, conventional log-polar foveated rendering suffers from a number of visual artifacts such as aliasing and flickering. In this paper, we introduce a new log-rectilinear transformation that incorporates summed-area table filtering and off-the-shelf video codecs to enable foveated streaming of 360° videos suitable for VR headsets with built-in eye-tracking. To validate our approach, we build a client-server system prototype for streaming 360° videos which leverages parallel algorithms over real-time video transcoding. We conduct quantitative experiments on an existing 360° video dataset and observe that the log-rectilinear transformation paired with summed-area table filtering heavily reduces flickering compared to log-polar subsampling while also yielding an additional 10% reduction in bandwidth usage. David Li 0001, Ruofei Du, Adharsh Babu, Camelia D. Brumar, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Geollery: A Mixed Reality Social Media PlatformabstractWe present Geollery, an interactive mixed reality social media platform for creating, sharing, and exploring geotagged information. Geollery introduces a real-time pipeline to progressively render an interactive mirrored world with three-dimensional (3D) buildings, internal user-generated content, and external geotagged social media. This mirrored world allows users to see, chat, and collaborate with remote participants with the same spatial context in an immersive virtual environment. We describe the system architecture of Geollery, its key interactive capabilities, and our design decisions. Finally, we conduct a user study with 20 participants to qualitatively compare Geollery with another social media system, Social Street View. Based on the participants' responses, we discuss the benefits and drawbacks of each system and derive key insights for designing an interactive mirrored world with geotagged social media. User feedback from our study reveals several use cases for Geollery including travel planning, virtual meetings, and family gathering. Ruofei Du, David Li 0001, Amitabh Varshney |
CHI | 2 |
| 2019 | Interactive Fusion of 360° Images for a Mirrored WorldabstractReconstruction of the physical world in real time has been a grand challenge in computer graphics and 3D vision. In this paper, we introduce an interactive pipeline to reconstruct a mirrored world at two levels of detail. Given a pair of latitude and longitude coordinates, our pipeline streams and caches depth maps, street view panoramas, and building polygons from Google Maps and OpenStreetMap APIs. At a fine level of detail for close-up views, we render textured meshes using adjacent local street views and depth maps. When viewed from afar, we apply projection mappings to 3D geometries extruded from building polygons for a coarse level of detail. In contrast to teleportation, our system allows users to virtually walk through the mirrored world at the street level. We present an application of our approach by incorporating it into a mixed-reality social platform, Geollery, and validate our real-time strategies on various platforms including mobile phones, workstations, and head-mounted displays. Ruofei Du, David Li 0001, Amitabh Varshney |
VR | 2 |