EDBT 2026 Demo / reviewers in the wild / expert
Kittipat Apicharttrisorn
dblp:40/10241
· DBLP profile ↗
10ranked-venue papers
4as first author
5since 2021 · last 2025
0000-0001-9602-0118ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 6 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Systems, architecture and hardware · 1Security and privacy · 1 · 1 first-author
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
7 papers |
Virtual and augmented reality · 59% Visual content generation and editing · 18% Geometric modeling and processing · 10% | |
| Computer networks
5 papers |
Edge and fog computing · 62% Content delivery and video streaming · 30% Wireless sensing and localization · 9% | |
| Computer architecture, parallel and distributed computing, and storage systems
3 papers |
Distributed systems · 60% GPUs and heterogeneous computing · 40% | |
| Artificial intelligence
1 paper |
Efficient and distributed learning · 100% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › 3d content creation
3d scene capture |
1.3 | 2 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Virtual and augmented reality › augmented reality
collaborative augmented reality |
1.0 | 2 | 2022 | Breaking Edge Shackles: Infrastructure-Free Collaborative Mobile Augmented Reality · SenSys 2022 Multi-user augmented reality with communication efficient and spatially consistent virtual objects · CoNEXT 2020 |
Virtual and augmented reality
telepresence |
0.9 | 1 | 2025 | PointPresence: An Online Habitat for Multi-User Mixed Reality Telepresence · MobiSys 2025 |
Edge and fog computing › mobile edge computing › computation offloading › mobile computation offloading
mobile cloud offloading |
0.9 | 1 | 2025 | PointPresence: An Online Habitat for Multi-User Mixed Reality Telepresence · MobiSys 2025 |
Virtual and augmented reality
augmented reality |
0.8 | 1 | 2024 | StageAR: Markerless Mobile Phone Localization for AR in Live Events · VR 2024 |
Geometric modeling and processing › shape representation
mesh representation |
0.8 | 1 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 |
Virtual and augmented reality › tracking
pose tracking |
0.8 | 1 | 2024 | StageAR: Markerless Mobile Phone Localization for AR in Live Events · VR 2024 |
Content delivery and video streaming › immersive video streaming
3d video streaming |
0.8 | 1 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 |
Virtual and augmented reality › telepresence
immersive telepresence |
0.6 | 1 | 2022 | Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Multimedia systems and quality of experience › video streaming
volumetric video streaming |
0.6 | 1 | 2022 | Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Machine learning › Efficient and distributed learning
model compression |
0.4 | 1 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.4 | 1 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 |
Multimedia analysis and retrieval
object tracking |
0.4 | 1 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 |
GPUs and heterogeneous computing
GPU sharing |
0.3 | 1 | 2025 | PointPresence: An Online Habitat for Multi-User Mixed Reality Telepresence · MobiSys 2025 |
Edge and fog computing
mobile augmented reality |
0.1 | 1 | 2020 | Multi-user augmented reality with communication efficient and spatially consistent virtual objects · CoNEXT 2020 |
Methods — techniques the papers use, named apart from their topics
reactive pipeline design · 2.6camera selection · 2.6network rate control · 2.3mesh reconstruction · 2.3stereo camera · 1.5LiDAR · 1.53d feature map · 1.5distributed pipeline · 1.1distributed execution · 1.1collaborative time slicing · 1.1textured mesh reconstruction · 0.6mesh simplification · 0.6measurement study · 0.4mobile GPU · 0.4deep neural network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PointPresence: An Online Habitat for Multi-User Mixed Reality TelepresenceabstractMixed reality (MR) telepresence provides a shared common 3D space for networked users to enjoy real-time immersive experiences with natural interactivity and movement. Due to its high hardware and compute demands, a large-scale cloud-edge MR solution is necessary for achieving critical mass adoption, where users engage in the MR environment using low-cost cameras at the edge and complex 3D world processing is offloaded to the cloud servers. However, cloud-edge MR solutions have distinct challenges such as concurrent multiple camera support, unpredictable compute demands, and CPU/GPU contention. In this paper, we present PointPresence, an edge-compute framework for large-scale MR applications. PointPresence is deployed at an edge node, such as an O-RAN RIC or a local enterprise server, and provides low-latency MR experiences to a large number of users by incorporating intelligent camera selection for compute reduction, reactive pipeline design for adaptation to compute demand changes, and context-aware GPU sharing. Our comprehensive evaluation on an MR testbed shows that PointPresence reduces end-to-end latency by up to 3.5× and improves end user perceived visual quality by 30%. Eugene Chai, Kittipat Apicharttrisorn, Limin Wang 0010, Hyunseok Chang, Sarit Mukherjee |
MobiSys | 2 |
| 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Captureabstract3D video enables a remote viewer to observe a 3D scene from any angle or location. However, current 3D capture solutions incur high latency, consume significant bandwidth, and scale poorly with the number of depth sensors and size of scenes. These problems are largely caused by the current monolithic approach to 3D capture and the use of inefficient data representations for streaming. This paper introduces MeshReduce, a distributed scene capture, stream, and render system that advocates for the use of textured mesh data representation early in the 3D video capture and transmission process. Textured meshes are compact and can provide lower bitrates for the same quality compared to other 3D data representations. However, streaming textured meshes creates compute and memory challenges to achieve bandwidth efficiency. MeshReduce addresses these issues by using a pipeline that creates independent mesh reconstructions and incrementally merges them, rather than creating a single mesh directly from all sensor streams. While this enables a more efficient implementation, this approach requires optimal exchange of textured meshes across the network. MeshReduce also incorporates a novel approach for network rate control that divides bandwidth between texture and mesh for efficient, adaptive 3D video streaming. We demonstrate a real-time integrated embedded compute implementation of MeshReduce that can operate with commercial Azure Kinect depth cameras as well as a custom sensor front-end that uses LiDAR and 360° camera inputs to dramatically increase coverage. Mallesham Dasari, Connor Smith, Kittipat Apicharttrisorn, Srinivasan Seshan, Anthony Rowe 0001 |
VR | 4 |
| 2024 | StageAR: Markerless Mobile Phone Localization for AR in Live EventsabstractLocalizing mobile phone users precisely enough to provide AR content in theaters and concert venues is extremely challenging due to dynamic staging and variable lighting. Visual markers are often disruptive in terms of aesthetics, and static pre-defined feature maps are not robust to visual changes. In this paper, we study several techniques that leverage sparse fixed infrastructure to monitor and adapt to changes in the environment at runtime to enable robust AR quality pose tracking for large audiences. Our most basic technique uses one or more fixed cameras in the environment to prune away poor feature points due to motion and lighting from a static model. For more challenging environments, we propose transmitting dynamic 3D feature maps that adapt to changes in the scene in real-time. Users with a mobile phone camera can use these maps to accurately localize across highly dynamic environments without explicit markers. We show the performance trade-offs resulting from StageAR’s different reconstruction techniques, ranging from multiple stereo cameras to cameras paired with LiDAR. We evaluate each approach in our system across a wide variety of simulated and real environments at auditorium/theater scale and find that our most accurate technique can match the performance of large ($1.5 \times 1.5{\mathrm {m}}$) back-lit static markers without being visible to users. Shengxi Wu, Mallesham Dasari, Kittipat Apicharttrisorn, Anthony Rowe 0001 |
VR | 4 |
| 2022 | Breaking Edge Shackles: Infrastructure-Free Collaborative Mobile Augmented RealityabstractCollaborative AR applications are gaining popularity, but have heavy computing requirements for identifying and tracking AR devices and objects in the ecosystem. Prior AR frameworks typically rely on edge infrastructure to offload AR's compute-heavy tasks. However, such infrastructure may not always be available, and continuously running AR computations on user devices can rapidly drain battery and impact application longevity. In this work, we enable infrastructure-free mobile AR with a low energy footprint, by using collaborative time slicing to distribute compute-heavy AR tasks across user devices. Realizing this idea is challenging because distributed execution can result in inconsistent synchronization of the AR virtual overlays. Our framework, FreeAR, tackles this with novel lightweight techniques for tightly synchronized virtual overlay placements across user views, and low latency recovery upon disruptions. We prototype FreeAR on Android and show that it can improve the virtual overlay positioning accuracy (with respect to the IOU metric) by up to 78%, relative to state-of-the-art collaborative AR systems, while also reducing power by up to 60% relative to a direct application of those prior solutions. Kittipat Apicharttrisorn, Jiasi Chen, Vyas Sekar, Anthony Rowe 0001, Srikanth V. Krishnamurthy |
SenSys | 1 |
| 2022 | Live 3D Scene Capture for Virtual TeleportationabstractIt has long been a goal of immersive telepresence to capture and stream 3D spaces such that a remote viewer can watch from any location or angle within the scene. This demonstration presents Mosaic, a new distributed 3D scene capture system that uses textured mesh data representation for streaming a 3D volumetric video of a space to remote viewers. Compared to more common point cloud based methods, we show that textured mesh data requires less bandwidth and yields the same visual quality. However, textured mesh reconstruction is compute and memory intensive, mesh simplification is not easily parallelizable, and texture maps lacks spatial and temporal coherence. Mosaic tackles these challenges by examining each computational stage and determines how they can be efficiently distributed across multiple compute nodes to reduce overall latency, minimize bandwidth, and maintain quality. We then provide an end-to-end latency and bandwidth breakdown that can be used to target future acceleration work. Mallesham Dasari, Connor Smith, Kittipat Apicharttrisorn, Anthony Rowe 0001, Srinivasan Seshan |
SenSys | 4 |
| 2020 | Multi-user augmented reality with communication efficient and spatially consistent virtual objectsabstractMulti-user augmented reality (AR), where multiple co-located users view a common set of virtual objects, is becoming increasingly popular. For example, Google Just a Line allows multiple users to draw virtual graffiti in the same physical space. Multi-user AR requires network communications in order to coordinate the positions of the virtual objects on each user's display, yet there is currently little understanding of how such apps communicate. In this work, we address this key gap in knowledge by showing that the communicated data directly impacts the latency and positioning of the virtual objects rendered on the users' displays. We develop solutions to these problems that we find along three facets: (1) efficient communication strategies that trade off communication latency for spatial consistency of the virtual objects; (2) a new metric that enables mobile AR devices to update their virtual objects as they move around and observe more of the scene; and (3) a tool to automatically quantify how much the virtual objects' positions inadvertently change in time and space. Our evaluation is performed on Android smartphones running open-source AR. The results show that our system, SPAR, can decrease the latency by up to 55%, while decreasing the spatial inconsistency by up to 60%, compared to baseline methods. Xukan Ran, Carter Slocum, Yi-Zhen Tsai, Kittipat Apicharttrisorn, Maria Gorlatova, Jiasi Chen |
CoNEXT | 4 |
| 2020 | WOLT: Auto-Configuration of Integrated Enterprise PLC-WiFi NetworksabstractPower Line Communication (PLC) based WiFi extenders can improve WiFi coverage in homes and enterprises. Unlike in traditional WiFi networks which use an underlying high data rate Ethernet backhaul, a PLC backhaul may not support high data rates. Specifically, our measurements show that arbitrarily affiliating users to PLC-WiFi extenders or based on their WiFi channel qualities alone may lead to poor network performance due to the differences in PLC link capacities. Thus, in this paper we build a framework, WOLT, to solve the problem of assigning users to the appropriate PLC-WiFi extenders to increase the aggregate network throughput in an enterprise setting, where one may expect a relatively large number of power outlets. WOLT accounts for both the qualities of the two concatenated links viz., the PLC and WiFi links. It hinges on estimating the best capacity offered by the PLC links, and accounting for these while assigning users. It incorporates a polynomial-time algorithm that assigns only a subset of the users to maximize the aggregate throughput on the PLC links, and then assigns the remaining users such that the degradation in the aggregate throughput is minimized. WOLT is evaluated through simulations and real testbed experiments with commodity PLCWiFi extenders, and improves aggregate throughput by more than 2.5× compared to a greedy user association baseline. Hisham Alhulayyil, Kittipat Apicharttrisorn, Jiasi Chen, Karthikeyan Sundaresan, Samet Oymak, Srikanth V. Krishnamurthy |
ICDCS | 2 |
| 2020 | Characterization of Multi-User Augmented Reality over Cellular NetworksabstractAugmented reality (AR) apps where multiple users interact within the same physical space are gaining in popularity (e.g., shared AR mode in Pokemon Go, virtual graffiti in Google's Just a Line). However, multi-user AR apps running over the cellular network can experience very high end-to-end latencies (measured at 12.5 s median on a public LTE network). To characterize and understand the root causes of this problem, we perform a first-of-its-kind measurement study on both public LTE and industry LTE testbed for two popular multi-user AR applications, yielding several insights: (1) The radio access network (RAN) accounts for a significant fraction of the end-to-end latency (31.2%, or 3.9 s median), resulting in AR users experiencing high, variable delays when interacting with a common set of virtual objects in off-the-shelf AR apps; (2) AR network traffic is characterized by large intermittent spikes on a single uplink TCP connection, resulting in frequent TCP slow starts that can increase user-perceived latency; (3) Applying a common traffic management mechanism of cellular operators, QoS Class Identifiers (QCI), can help by reducing AR latency by 33% but impacts non-AR users. Based on these insights, we propose network-aware and network-agnostic AR design optimization solutions to intelligently adapt IP packet sizes and periodically provide information on uplink data availability, respectively. Our solutions help ramp up network performance, improving the end-to-end AR latency and goodput by ~40-70%. Kittipat Apicharttrisorn, Bharath Balasubramanian, Jiasi Chen, Rajarajan Sivaraj, Yi-Zhen Tsai, Rittwik Jana, Srikanth V. Krishnamurthy, Tuyen X. Tran |
SECON | 1 |
| 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented realityabstractAccurate tracking of objects in the real world is highly desirable in Augmented Reality (AR) to aid proper placement of virtual objects in a user's view. Deep neural networks (DNNs) yield high precision in detecting and tracking objects, but they are energy-heavy and can thus be prohibitive for deployment on mobile devices. Towards reducing energy drain while maintaining good object tracking precision, we develop a novel software framework called MARLIN. MARLIN only uses a DNN as needed, to detect new objects or recapture objects that significantly change in appearance. It employs lightweight methods in between DNN executions to track the detected objects with high fidelity. We experiment with several baseline DNN models optimized for mobile devices, and via both offline and live object tracking experiments on two different Android phones (one utilizing a mobile GPU), we show that MARLIN compares favorably in terms of accuracy while saving energy significantly. Specifically, we show that MARLIN reduces the energy consumption by up to 73.3% (compared to an approach that executes the best baseline DNN continuously), and improves accuracy by up to 19× (compared to an approach that infrequently executes the same best baseline DNN). Moreover, while in 75% or more cases, MARLIN incurs at most a 7.36% reduction in location accuracy (using the common IOU metric), in more than 46% of the cases, MARLIN even improves the IOU compared to the continuous, best DNN approach. Kittipat Apicharttrisorn, Xukan Ran, Jiasi Chen, Srikanth V. Krishnamurthy, Amit K. Roy-Chowdhury |
SenSys | 1 |
| 2017 | Enhancing WiFi Throughput with PLC Extenders: A Measurement Study
Kittipat Apicharttrisorn, Ahmed Atya, Jiasi Chen, Karthikeyan Sundaresan, Srikanth V. Krishnamurthy |
PAM | 1 |