Demo Data from EDBT 2026 / reviewers in the wild / expert
Rio Aguina-Kang
dblp:363/7354
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2026
0009-0009-0052-0050ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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.
| Artificial intelligence
1 paper |
Representation and self-supervised learning · 33% Vision and language · 33% Image recognition and object detection · 33% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Software maintenance and evolution · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d scene generation |
0.9 | 1 | 2025 | Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program Search · SIGGRAPH Asia 2025 |
Visual content generation and editing
layout generation |
0.9 | 1 | 2025 | Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program Search · SIGGRAPH Asia 2025 |
Software maintenance and evolution
code search |
0.9 | 1 | 2025 | Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program Search · SIGGRAPH Asia 2025 |
Computer vision › Image recognition and object detection › object recognition › shape-based object recognition
sketch recognition |
0.7 | 1 | 2023 | SEVA: Leveraging sketches to evaluate alignment between human and machine visual abstraction · NeurIPS 2023 |
Computer vision › Vision and language
sketch understanding |
0.7 | 1 | 2023 | SEVA: Leveraging sketches to evaluate alignment between human and machine visual abstraction · NeurIPS 2023 |
Machine learning › Representation and self-supervised learning › visual representation
visual abstraction |
0.7 | 1 | 2023 | SEVA: Leveraging sketches to evaluate alignment between human and machine visual abstraction · NeurIPS 2023 |
Methods — techniques the papers use, named apart from their topics
program search · 1.7large language model · 1.7sketch generation · 1.3benchmark evaluation · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Seeing Through Clutter Structured 3D Scene Reconstruction via Iterative Object RemovalabstractWe present SeeingThroughClutter, a method for reconstructing structured 3D representations from single images by segmenting and modeling objects individually. Prior approaches rely on intermediate tasks such as semantic segmentation and depth estimation, which often underperform in complex scenes, particularly in the presence of occlusion and clutter. We address this by introducing an iterative object removal and reconstruction pipeline that decomposes complex scenes into a sequence of simpler subtasks. Using VLMs as orchestrators, foreground objects are removed one at a time via detection, segmentation, object removal, and 3D fitting. We show that removing objects allows for cleaner segmentations of subsequent objects, even in highly occluded scenes. Our method requires no task-specific training and benefits directly from ongoing advances in foundation models. We demonstrate state-of-the-art robustness on 3D-Front and ADE20K datasets. Project Page: https://rioak.github.io/seeingthroughclutter/ Rio Aguina-Kang, Kevin Matzen, Thibault Groueix, Vladimir G. Kim, Matheus Gadelha |
3DV | 1 |
| 2025 | Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program SearchabstractSynthesizing 3D scenes from open-vocabulary text descriptions is a challenging, important, and recently-popular application. One of its critical subproblems is layout generation: given a set of objects, lay them out to produce a scene matching the input description. Nearly all recent work adopts a declarative paradigm for this problem: using an LLM to generate a specification of constraints between objects, then solving those constraints to produce the final layout. In contrast, we explore an alternative imperative paradigm, in which an LLM iteratively places objects, with each object’s position and orientation computed as a function of previously-placed objects. The imperative approach allows for a simpler scene specification language while also handling a wider variety and larger complexity of scenes. We further improve the robustness of our imperative scheme by developing an error correction mechanism that iteratively improves the scene’s validity while staying as close as possible to the original layout generated by the LLM. In forced-choice perceptual studies, participants preferred layouts generated by our imperative approach 82% and 94% of the time, respectively, when compared against two declarative layout generation methods. We also present a simple, automated evaluation metric for 3D scene layout generation that aligns well with human preferences. Maxim Gumin, Do Heon Han, Seung Jean Yoo, Aditya Ganeshan, R. Kenny Jones, Kailiang Fu, Rio Aguina-Kang, Stewart Morris, Daniel Ritchie 0001 |
SIGGRAPH Asia | 7 |
| 2023 | Evaluating machine comprehension of sketch meaning at different levels of abstraction
Kushin Mukherjee, Xuanchen Lu, Holly Huey, Yael Vinker, Rio Aguina-Kang, Ariel Shamir, Judith E. Fan |
CogSci | 5 |
| 2023 | SEVA: Leveraging sketches to evaluate alignment between human and machine visual abstractionabstractSketching is a powerful tool for creating abstract images that are sparse but meaningful. Sketch understanding poses fundamental challenges for general-purpose vision algorithms because it requires robustness to the sparsity of sketches relative to natural visual inputs and because it demands tolerance for semantic ambiguity, as sketches can reliably evoke multiple meanings. While current vision algorithms have achieved high performance on a variety of visual tasks, it remains unclear to what extent they understand sketches in a human-like way. Here we introduce $\texttt{SEVA}$, a new benchmark dataset containing approximately 90K human-generated sketches of 128 object concepts produced under different time constraints, and thus systematically varying in sparsity. We evaluated a suite of state-of-the-art vision algorithms on their ability to correctly identify the target concept depicted in these sketches and to generate responses that are strongly aligned with human response patterns on the same sketch recognition task. We found that vision algorithms that better predicted human sketch recognition performance also better approximated human uncertainty about sketch meaning, but there remains a sizable gap between model and human response patterns. To explore the potential of models that emulate human visual abstraction in generative tasks, we conducted further evaluations of a recently developed sketch generation algorithm (Vinker et al., 2022) capable of generating sketches that vary in sparsity. We hope that public release of this dataset and evaluation protocol will catalyze progress towards algorithms with enhanced capacities for human-like visual abstraction. Kushin Mukherjee, Holly Huey, Xuanchen Lu, Yael Vinker, Rio Aguina-Kang, Ariel Shamir, Judith E. Fan |
NeurIPS | 5 |