Demo Data from EDBT 2026 / reviewers in the wild / expert
Yushi Guan
dblp:280/0249
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2025
0009-0009-8701-0992ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Software engineering, systems software and programming languages · 1 · 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 |
Rendering · 72% Multimedia analysis and retrieval · 22% Geometric modeling and processing · 6% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction · ICCV 2025 |
Rendering
gaussian splatting |
0.9 | 1 | 2025 | ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction · ICCV 2025 |
Rendering
neural radiance fields |
0.9 | 1 | 2025 | Retri3D: 3D Neural Graphics Representation Retrieval · ICLR 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction · ICCV 2025 |
GPUs and heterogeneous computing
gradient computation |
0.9 | 1 | 2025 | ARC: Warp-level Adaptive Atomic Reduction in GPUs to Accelerate Differentiable Rendering · ASPLOS (1) 2025 |
Geometric modeling and processing
3d scene representation |
0.3 | 1 | 2025 | Retri3D: 3D Neural Graphics Representation Retrieval · ICLR 2025 |
Rendering
rasterization |
0.3 | 1 | 2025 | ARC: Warp-level Adaptive Atomic Reduction in GPUs to Accelerate Differentiable Rendering · ASPLOS (1) 2025 |
Methods — techniques the papers use, named apart from their topics
warp-level reduction · 1.7trainable gaussian splatting · 1.7codebook quantization · 1.7adaptive atomics · 1.7visual feature embedding · 0.9smart camera movement · 0.9neural field artifact analysis · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | INRet: A General Framework for Accurate Retrieval of INRs for ShapesabstractImplicit neural representations (INRs) have become an important method for encoding various data types, such as 3D objects or scenes, images, and videos. They have proven to be particularly effective at representing 3D content, e.g., 3D scene reconstruction from 2D images, novel 3D content creation, as well as the representation, interpolation and completion of 3D shapes. With the widespread generation of 3D data in an INR format, there is a need to support effective organization and retrieval of INRs saved in a data store. A key aspect of retrieval and clustering of INRs in a data store is the formulation of similarity between INRs that would, for example, enable retrieval of similar INRs using a query INR. In this work, we propose INRet (INR Retrieve), a method for determining similarity between INRs that represent shapes, thus enabling accurate retrieval of similar shape INRs from an INR data store. INRet flexibly supports different INR architectures such as INRs with octree grids, triplanes, and hash grids, as well as different implicit functions including signed/unsigned distance function and occupancy field. We demonstrate that our method is more general and accurate than the existing INR retrieval method, which only supports simple MLP INRs and requires the same architecture between the query and stored INRs. Furthermore, compared to converting INRs to other representations (e.g., point clouds or multi-view images) for 3D shape retrieval, INRet achieves higher accuracy while avoiding the conversion overhead. Yushi Guan, Daniel Kwan, Ruofan Liang, Selvakumar Panneer, Nilesh Jain, Nilesh A. Ahuja, Nandita Vijaykumar |
3DV | 1 |
| 2025 | ARC: Warp-level Adaptive Atomic Reduction in GPUs to Accelerate Differentiable RenderingabstractDifferentiable rendering is widely used in emerging applications that represent any 3D scene as a model trained using gradient descent from 2D images. Recent works (e.g., 3D Gaussian Splatting) use rasterization to enable rendering photo-realistic imagery at high speeds from these learned 3D models. These rasterization-based differentiable rendering methods have been demonstrated to be very promising, providing state-of-art quality for various important tasks. However, training a model to represent a scene is still time-consuming even on powerful GPUs. In this work, we observe that the gradient computation step during model training is a significant bottleneck due to the large number of atomic operations. These atomics overwhelm the atomic units in the L2 cache of GPUs, causing long stalls. Sankeerth Durvasula, Adrian Zhao, Ruofan Liang, Pawan Kumar Sanjaya, Yushi Guan, Christina Giannoula, Nandita Vijaykumar |
ASPLOS (1) | 6 |
| 2025 | ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction
Sankeerth Durvasula, Sharanshangar Muhunthan, Zain Moustafa, Ruofan Liang, Yushi Guan, Nilesh A. Ahuja, Nilesh Jain, Selvakumar Panneer, Nandita Vijaykumar |
ICCV | 6 |
| 2025 | Retri3D: 3D Neural Graphics Representation RetrievalabstractLearnable 3D Neural Graphics Representations (3DNGR) have emerged as promising 3D representations for reconstructing 3D scenes from 2D images. Numerous works, including Neural Radiance Fields (NeRF), 3D Gaussian Splatting (3DGS), and their variants, have significantly enhanced the quality of these representations. The ease of construction from 2D images, suitability for online viewing/sharing, and applications in game/art design downstream tasks make it a vital 3D representation, with potential creation of large numbers of such 3D models. This necessitates large data stores, local or online, to save 3D visual data in these formats. However, no existing framework enables accurate retrieval of stored 3DNGRs. In this work, we propose, Retri3D, a framework that enables accurate and efficient retrieval of 3D scenes represented as NGRs from large data stores using text queries. We introduce a novel Neural Field Artifact Analysis technique, combined with a Smart Camera Movement Module, to select clean views and navigate pre-trained 3DNGRs. These techniques enable accurate retrieval by selecting the best viewing directions in the 3D scene for high-quality visual feature embeddings. We demonstrate that Retri3D is compatible with any NGR representation. On the LERF and ScanNet++ datasets, we show significant improvement in retrieval accuracy compared to existing techniques, while being orders of magnitude faster and storage efficient. Yushi Guan, Daniel Kwan, Jean Sebastien Dandurand, Ruofan Liang, Nilesh Jain, Nilesh A. Ahuja, Selvakumar Panneer, Nandita Vijaykumar |
ICLR | 1 |
| 2024 | ACE: Efficient GPU Kernel Concurrency for Input-Dependent Irregular Computational GraphsabstractGPUs are widely used to accelerate many important classes of workloads today. However, in this work, we observe that several important emerging classes of workloads, including simulation engines for deep reinforcement learning and dynamic neural networks, are unable to fully utilize the massive parallelism that GPUs offer. These applications tend to have kernels that are small in size, i.e., have few threads and thread blocks that cannot saturate the GPU’s compute resources. Executing independent kernels concurrently is a promising approach to improve parallelism and utilization. However, this inter-kernel concurrency is difficult to leverage in such workloads with existing approaches: First, the inter-kernel dependencies and computational graph are input-dependent and vary each time the application is executed. Second, the computational graphs tend to be irregular, requiring fine-grain scheduling and synchronization; thus incurring significant synchronization overheads if kernel execution is parallelized. In this work, we propose ACE, a new framework that enables lightweight detection of inter-kernel dependencies and low overhead kernel scheduling at runtime. The key idea behind ACE is to perform inter-kernel dependency checks for a small window of kernels at runtime, similar to out-of-order instruction scheduling. This enables concurrent execution of kernels in applications whose computational graphs are input-dependent and require fine-grained scheduling. We propose ACE-SW, a software-only open-source implementation of ACE and ACE-HW, a hardware-software cooperative implementation. ACE-HW further reduces synchronization overheads by reducing communication between the CPU and GPU. We evaluate ACE for deep RL simulation engines and dynamic and static DNNs on both real hardware and a GPU simulator. We demonstrate speedups of up to 2.19 × (1.56 × on average) by improving GPU utilization with concurrent kernel execution. Sankeerth Durvasula, Adrian Zhao, Raymond Kiguru, Yushi Guan, Zhonghan Chen, Nandita Vijaykumar |
PACT | 4 |