EDBT 2026 Demo / reviewers in the wild / expert
Purvi Goel
dblp:229/7279
· DBLP profile ↗
6ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0003-2618-092XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers |
Computer animation and physical simulation · 72% Geometric modeling and processing · 28% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.9 | 1 | 2025 | Generating Detailed Character Motion from Blocking Poses · SIGGRAPH Asia 2025 |
Geometric modeling and processing
reverse engineering |
0.6 | 1 | 2022 | Point2Cyl: Reverse Engineering 3D Objects from Point Clouds to Extrusion Cylinders · CVPR 2022 |
Computer vision › 3D vision
3d shape analysis |
0.2 | 1 | 2022 | Point2Cyl: Reverse Engineering 3D Objects from Point Clouds to Extrusion Cylinders · CVPR 2022 |
Computer vision › 3D vision
point cloud segmentation |
0.2 | 1 | 2022 | Point2Cyl: Reverse Engineering 3D Objects from Point Clouds to Extrusion Cylinders · CVPR 2022 |
Methods — techniques the papers use, named apart from their topics
neural network · 1.1differentiable closed-form estimation · 1.1motion retiming · 0.9diffusion model · 0.9voxel representation · 0.6spatiotemporal compression · 0.6RLE raster data structure · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Bonsai: Compiling Queries to Pruned Tree TraversalsabstractTrees can accelerate queries that search or aggregate values over large collections. They achieve this by storing metadata that enables quick pruning (or inclusion) of subtrees when predicates on that metadata can prove that none (or all) of the data in a subtree affect the query result. Existing systems implement this pruning logic manually for each query predicate and data structure. We generalize and mechanize this class of optimization. Our method derives conditions for when subtrees can be pruned (or included wholesale), expressed in terms of the metadata available at each node. We efficiently generate these conditions using symbolic interval analysis, extended with new rules to handle geometric predicates (e.g., intersection, containment). Additionally, our compiler fuses compound queries (e.g., reductions on filters) into a single tree traversal. These techniques enable the automatic derivation of generalized single-index and dual-index tree joins that support a wide class of join predicates beyond standard equality and range predicates. The generated traversals match the behavior of expert-written code that implements query-specific traversals, and can asymptotically outperform the linear scans and nested-loop joins that existing systems fall back to when hand-written cases do not apply. Alexander J. Root, Christophe Gyurgyik, Purvi Goel, Kayvon Fatahalian, Jonathan Ragan-Kelley, Andrew Adams, Fredrik Kjolstad |
Proc. ACM Program. Lang. | 3 |
| 2025 | Generating Detailed Character Motion from Blocking PosesabstractWe focus on the problem of using generative diffusion models for the task of motion detailing: converting a rough version of a character animation, represented by a sparse set of coarsely posed, and imprecisely timed blocking poses, into a detailed, natural looking character animation. Current diffusion models can address the problem of correcting the timing of imprecisely timed poses, but we find that no good solution exists for leveraging the diffusion prior to enhance a sparse set of blocking poses with additional pose detail. We overcome this challenge using a simple inference-time trick. At certain diffusion steps, we blend the outputs of an unconditioned diffusion model with input blocking pose constraints using per-blocking-pose tolerance weights, and pass this result in as the input condition to an pre-existing motion retiming model. We find this approach works significantly better than existing approaches that attempt to add detail by blending model outputs or via expressing blocking pose constraints as guidance. The result is the first diffusion model that can robustly convert blocking-level poses into plausible detailed character animations. The project page for this work can be found at https://purvigoel.github.io/generative-motion-detailing/. Purvi Goel, Guy Tevet, C. Karen Liu, Kayvon Fatahalian |
SIGGRAPH Asia | 1 |
| 2025 | Generative Motion Infilling from Imprecisely Timed KeyframesabstractAbstract Keyframes are a standard representation for kinematic motion specification. Recent learned motion‐inbetweening methods use keyframes as a way to control generative motion models, and are trained to generate life‐like motion that matches the exact poses and timings of input keyframes. However, the quality of generated motion may degrade if the timing of these constraints is not perfectly consistent with the desired motion. Unfortunately, correctly specifying keyframe timings is a tedious and challenging task in practice. Our goal is to create a system that synthesizes high‐quality motion from keyframes, even if keyframes are imprecisely timed. We present a method that allows constraints to be retimed as part of the generation process. Specifically, we introduce a novel model architecture that explicitly outputs a time‐warping function to correct mistimed keyframes and spatial residuals that add pose details. We demonstrate how our method can automatically turn approximately timed keyframe constraints into diverse, realistic motions with plausible timing and detailed submovements. Purvi Goel, Haotian Zhang 0004, C. Karen Liu, Kayvon Fatahalian |
Comput. Graph. Forum | 1 |
| 2022 | Point2Cyl: Reverse Engineering 3D Objects from Point Clouds to Extrusion CylindersabstractWe propose Point2Cyl, a supervised network transforming a raw 3D point cloud to a set of extrusion cylinders. Reverse engineering from a raw geometry to a CAD model is an essential task to enable manipulation of the 3D data in shape editing software and thus expand their usages in many downstream applications. Particularly, the form of CAD models having a sequence of extrusion cylinders - a 2D sketch plus an extrusion axis and range - and their boolean combinations is not only widely used in the CAD community/software but also has great expressivity of shapes, compared to having limited types of primitives (e.g., planes, spheres, and cylinders). In this work, we introduce a neural network that solves the extrusion cylinder decomposition problem in a geometry-grounded way by first learning underlying geometric proxies. Precisely, our approach first predicts per-point segmentation, base/barrel labels and normals, then estimates for the underlying extrusion parameters in differentiable and closed-form formulations. Our experiments show that our approach demonstrates the best performance on two recent CAD datasets, Fusion Gallery and DeepCAD, and we further showcase our approach on reverse engineering and editing. Mikaela Angelina Uy, Yen-Yu Chang, Minhyuk Sung, Purvi Goel, Joseph Lambourne, Tolga Birdal, Leonidas J. Guibas |
CVPR | 4 |
| 2022 | Unified many-worlds browsing of arbitrary physics-based animationsabstractManually tuning physics-based animation parameters to explore a simulation outcome space or achieve desired motion outcomes can be notoriously tedious. This problem has motivated many sophisticated and specialized optimization-based methods for fine-grained (keyframe) control, each of which are typically limited to specific animation phenomena, usually complicated, and, unfortunately, not widely used. In this paper, we propose Unified Many-Worlds Browsing (UMWB), a practical method for sample-level control and exploration of physics-based animations. Our approach supports browsing of large simulation ensembles of arbitrary animation phenomena by using a unified volumetric WORLDPACK representation based on spatiotemporally compressed voxel data associated with geometric occupancy and other low-fidelity animation state. Beyond memory reduction, the WORLDPACK representation also enables unified query support for interactive browsing: it provides fast evaluation of approximate spatiotemporal queries, such as occupancy tests that find ensemble samples ("worlds") where material is either IN or NOT IN a user-specified spacetime region. WORLDPACKS also support real-time hardware-accelerated voxel rendering by exploiting the spatially hierarchical and temporal RLE raster data structure. Our UMWB implementation supports interactive browsing (and offline refinement) of ensembles containing thousands of simulation samples, and fast spatiotemporal queries and ranking. We show UMWB results using a wide variety of physics-based animation phenomena---not just JELL-O ® . Purvi Goel, Doug L. James |
ACM Trans. Graph. | 1 |
| 2020 | Shape from Tracing: Towards Reconstructing 3D Object Geometry and SVBRDF Material from Images via Differentiable Path TracingabstractReconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expense of path tracing. The reconstructions successfully disambiguate shading, shadow, and global illumination effects such as diffuse interreflection from material properties. We demonstrate the impact of different geometry initializations, including space carving, multi-view stereo, and 3D neural networks. Finally, with input captured using smartphone video and a consumer 360° camera for lighting estimation, we also show how to refine initial reconstructions of real-world objects in unconstrained environments. Purvi Goel, Loudon Cohen, James Guesman, Vikas Thamizharasan, James Tompkin 0001, Daniel Ritchie 0001 |
3DV | 1 |