Demo Data from EDBT 2026 / reviewers in the wild / expert
Adeela Islam
dblp:354/7041
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0009-0008-2285-9517ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Artificial intelligence
1 paper |
3D vision · 100% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 50% Image and video processing · 50% |
Topics — the 3 heaviest of 5, 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 | ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco Reconstruction · ICCV 2025 |
Computer vision › 3D vision › pose estimation › generative pose estimation
diffusion-based pose estimation |
0.9 | 1 | 2025 | ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco Reconstruction · ICCV 2025 |
Computer vision › 3D vision
pose estimation |
0.9 | 1 | 2025 | ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco Reconstruction · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
graph neural network pooling · 0.9diffusion model · 0.9contour keypoints · 0.9multimodal data · 0.83d scanning · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco ReconstructionabstractThe task of reassembly is a significant challenge across multiple domains, including archaeology, genomics, and molecular docking, requiring the precise placement and orientation of elements to reconstruct an original structure. In this work, we address key limitations in state-of-the-art Deep Learning methods for reassembly, namely i) scalability; ii) multimodality; and iii) real-world applicability: beyond square or simple geometric shapes, realistic and complex erosion, or other real-world problems. We propose ReassembleNet, a method that reduces complexity by representing each input piece as a set of contour keypoints and learning to select the most informative ones by Graph Neural Networks pooling inspired techniques. ReassembleNet effectively lowers computational complexity while enabling the integration of features from multiple modalities, including both geometric and texture data. Further enhanced through pretraining on a semi-synthetic dataset. We then apply diffusion-based pose estimation to recover the original structure. We improve on prior methods by 57% and 87% for RMSE Rotation and Translation, respectively. Adeela Islam, Stefano Fiorini, Stuart James, Pietro Morerio, Alessio Del Bue |
ICCV | 1 |
| 2024 | Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solvingabstractThis paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem. Theodore Tsesmelis, Luca Palmieri 0002, Marina Khoroshiltseva, Adeela Islam, Gur Elkin, Ofir Itzhak Shahar, Gianluca Scarpellini, Stefano Fiorini, Yaniv Ohayon, Nadav Alali, Sinem Aslan, Pietro Morerio, Sebastiano Vascon, Elena Gravina, Maria Cristina Napolitano, Giuseppe Scarpati, Gabriel Zuchtriegel, Alexandra Spühler, Michel E. Fuchs, Stuart James, Ohad Ben-Shahar, Marcello Pelillo, Alessio Del Bue |
NeurIPS | 4 |
| 2023 | Line extraction in handwritten documents via instance segmentation
Adeela Islam, Tayaba Anjum, Nazar Khan |
Int. J. Document Anal. Recognit. | 1 |