Demo Data from EDBT 2026 / reviewers in the wild / expert
Shachar Fleishman
dblp:56/3437
· DBLP profile ↗
16ranked-venue papers
6as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 6 first-authorHuman-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1
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 |
Geometric modeling and processing · 96% Rendering · 2% Image and video coding · 1% | |
| Artificial intelligence
2 papers |
Graph learning · 100% |
Topics — the 17 heaviest of 19, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › mesh processing
mesh analysis |
0.4 | 1 | 2019 | MeshCNN: a network with an edge · ACM Trans. Graph. 2019 |
Geometric modeling and processing › mesh processing › mesh signal processing
mesh convolution networks |
0.4 | 1 | 2019 | MeshCNN: a network with an edge · ACM Trans. Graph. 2019 |
Geometric modeling and processing
shape alignment |
0.4 | 1 | 2019 | ALIGNet: Partial-Shape Agnostic Alignment via Unsupervised Learning · ACM Trans. Graph. 2019 |
Geometric modeling and processing
shape analysis |
0.4 | 1 | 2019 | MeshCNN: a network with an edge · ACM Trans. Graph. 2019 |
Machine learning › Graph learning
graph neural network |
0.1 | 1 | 2019 | MeshCNN: a network with an edge · ACM Trans. Graph. 2019 |
Geometric modeling and processing
moving least squares |
0.1 | 1 | 2005 | Robust moving least-squares fitting with sharp features · ACM Trans. Graph. 2005 |
Geometric modeling and processing › surface reconstruction
sharp feature reconstruction |
0.1 | 1 | 2005 | Robust moving least-squares fitting with sharp features · ACM Trans. Graph. 2005 |
Geometric modeling and processing
surface reconstruction |
0.1 | 1 | 2005 | Robust moving least-squares fitting with sharp features · ACM Trans. Graph. 2005 |
Geometric modeling and processing › mesh processing
mesh denoising |
0.0 | 1 | 2003 | Bilateral mesh denoising · ACM Trans. Graph. 2003 |
Geometric modeling and processing
mesh processing |
0.0 | 1 | 2003 | Bilateral mesh denoising · ACM Trans. Graph. 2003 |
Geometric modeling and processing › surface fitting
moving least squares surfaces |
0.0 | 1 | 2003 | Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003 |
Geometric modeling and processing › shape representation
multiresolution modeling |
0.0 | 1 | 2003 | Progressive point set surfaces · ACM Trans. Graph. 2003 |
Rendering
point-based rendering |
0.0 | 1 | 2003 | Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003 |
Geometric modeling and processing › shape representation
point-based representation |
0.0 | 1 | 2003 | Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003 |
Geometric modeling and processing › point cloud processing
point-set surfaces |
0.0 | 1 | 2003 | Progressive point set surfaces · ACM Trans. Graph. 2003 |
Geometric modeling and processing › shape representation
surface representation |
0.0 | 1 | 2003 | Progressive point set surfaces · ACM Trans. Graph. 2003 |
Rendering
view-dependent rendering |
0.0 | 1 | 1999 | Deep Compression for Streaming Texture Intensive Animations · SIGGRAPH 1999 |
Methods — techniques the papers use, named apart from their topics
edge convolution · 0.8edge collapse pooling · 0.8deep neural network · 0.8anisotropic total-variation regularization · 0.4anisotropic total variation regularization · 0.4robust statistics · 0.1forward-search · 0.1refinement · 0.0projection operator · 0.0differential geometry · 0.0bilateral filtering · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | ALIGNet: Partial-Shape Agnostic Alignment via Unsupervised LearningabstractThe process of aligning a pair of shapes is a fundamental operation in computer graphics. Traditional approaches rely heavily on matching corresponding points or features to guide the alignment, a paradigm that falters when significant shape portions are missing. These techniques generally do not incorporate prior knowledge about expected shape characteristics, which can help compensate for any misleading cues left by inaccuracies exhibited in the input shapes. We present an approach based on a deep neural network, leveraging shape datasets to learn a shape-aware prior for source-to-target alignment that is robust to shape incompleteness. In the absence of ground truth alignments for supervision, we train a network on the task of shape alignment using incomplete shapes generated from full shapes for self-supervision. Our network, called ALIGNet , is trained to warp complete source shapes to incomplete targets, as if the target shapes were complete, thus essentially rendering the alignment partial-shape agnostic . We aim for the network to develop specialized expertise over the common characteristics of the shapes in each dataset, thereby achieving a higher-level understanding of the expected shape space to which a local approach would be oblivious. We constrain ALIGNet through an anisotropic total variation identity regularization to promote piecewise smooth deformation fields, facilitating both partial-shape agnosticism and post-deformation applications. We demonstrate that ALIGNet learns to align geometrically distinct shapes and is able to infer plausible mappings even when the target shape is significantly incomplete. We show that our network learns the common expected characteristics of shape collections without over-fitting or memorization, enabling it to produce plausible deformations on unseen data during test time. Rana Hanocka, Noa Fish, Zhenhua Wang 0002, Raja Giryes, Shachar Fleishman, Daniel Cohen-Or |
ACM Trans. Graph. | 5 |
| 2019 | MeshCNN: a network with an edgeabstractPolygonal meshes provide an efficient representation for 3D shapes. They explicitly captureboth shape surface and topology, and leverage non-uniformity to represent large flat regions as well as sharp, intricate features. This non-uniformity and irregularity, however, inhibits mesh analysis efforts using neural networks that combine convolution and pooling operations. In this paper, we utilize the unique properties of the mesh for a direct analysis of 3D shapes using MeshCNN , a convolutional neural network designed specifically for triangular meshes. Analogous to classic CNNs, MeshCNN combines specialized convolution and pooling layers that operate on the mesh edges, by leveraging their intrinsic geodesic connections. Convolutions are applied on edges and the four edges of their incident triangles, and pooling is applied via an edge collapse operation that retains surface topology, thereby, generating new mesh connectivity for the subsequent convolutions. MeshCNN learns which edges to collapse, thus forming a task-driven process where the network exposes and expands the important features while discarding the redundant ones. We demonstrate the effectiveness of MeshCNN on various learning tasks applied to 3D meshes. Rana Hanocka, Amir Hertz, Noa Fish, Raja Giryes, Shachar Fleishman, Daniel Cohen-Or |
ACM Trans. Graph. | 5 |
| 2018 | Generative Low-Shot Network ExpansionabstractConventional deep learning classifiers are static in the sense that they are trained on a predefined set of classes and learning to classify a novel class typically requires re-training. In this work, we address the problem of Low-Shot network-expansion learning. We introduce a learning framework which enables expanding a pre-trained (base) deep network to classify novel classes when the number of examples for the novel classes is particularly small. We present a simple yet powerful hard distillation method where the base network is augmented with additional weights to classify the novel classes, while keeping the weights of the base network unchanged. We show that since only a small number of weights needs to be trained, the hard distillation excels in low-shot training scenarios. Furthermore, hard distillation avoids detriment to classification performance on the base classes. Finally, we show that low-shot network expansion can be done with a very small memory footprint by using a compact generative model of the base classes training data with only a negligible degradation relative to learning with the full training set. Adi Hayat, Mark Kliger, Shachar Fleishman, Daniel Cohen-Or |
IROS | 3 |
| 2006 | Direct (Re)Meshing for Efficient Surface ProcessingabstractAbstract We propose a novel surface remeshing algorithm. While many remeshing algorithms are based on global parametrization or local mesh optimization, our algorithm is closely related to surface reconstruction techniques and it requires no explicit parameterization. Our approach is based on the advancing‐front paradigm, and it can be used to both incrementally remesh the complete surface, or simply to remesh a portion of it with a high‐quality mesh. It is accurate, fast, robust, and suitable for use with interactive mesh processing applications that require local remeshing. We show a number of applications, including matching the resolution of meshes when doing Boolean operations such as unions and intersections. We also show how to adapt the algorithm to blend and merge mixed‐mode objects — for example, to compute the union of a point‐set surface and a triangle mesh. John M. Schreiner, Carlos Scheidegger, Shachar Fleishman, Cláudio T. Silva |
Comput. Graph. Forum | 3 |
| 2005 | Triangulating Point Set Surfaces with Bounded Error
Carlos Scheidegger, Shachar Fleishman, Cláudio T. Silva |
Symposium on Geometry Processing | 2 |
| 2005 | Robust moving least-squares fitting with sharp featuresabstractWe introduce a robust moving least-squares technique for reconstructing a piecewise smooth surface from a potentially noisy point cloud. We use techniques from robust statistics to guide the creation of the neighborhoods used by the moving least squares (MLS) computation. This leads to a conceptually simple approach that provides a unified framework for not only dealing with noise, but also for enabling the modeling of surfaces with sharp features.Our technique is based on a new robust statistics method for outlier detection: the forward-search paradigm. Using this powerful technique, we locally classify regions of a point-set to multiple outlier-free smooth regions. This classification allows us to project points on a locally smooth region rather than a surface that is smooth everywhere, thus defining a piecewise smooth surface and increasing the numerical stability of the projection operator. Furthermore, by treating the points across the discontinuities as outliers, we are able to define sharp features. One of the nice features of our approach is that it automatically disregards outliers during the surface-fitting phase. Shachar Fleishman, Daniel Cohen-Or, Cláudio T. Silva |
ACM Trans. Graph. | 1 |
| 2003 | Progressive point set surfacesabstractProgressive point set surfaces (PPSS) are a multilevel point-based surface representation. They combine the usability of multilevel scalar displacement maps (e.g., compression, filtering, geometric modeling) with the generality of point-based surface representations (i.e., no fixed homology group or continuity class). The multiscale nature of PPSS fosters the idea of point-based modeling. The basic building block for the construction of PPSS is a projection operator, which maps points in the proximity of the shape onto local polynomial surface approximations. The projection operator allows the computing of displacements from smoother to more detailed levels. Based on the properties of the projection operator we derive an algorithm to construct a base point set. Starting from this base point set, a refinement rule using the projection operator constructs a PPSS from any given manifold surface. Shachar Fleishman, Daniel Cohen-Or, Marc Alexa, Cláudio T. Silva |
ACM Trans. Graph. | 1 |
| 2003 | Bilateral mesh denoisingabstractWe present an anisotropic mesh denoising algorithm that is effective, simple and fast. This is accomplished by filtering vertices of the mesh in the normal direction using local neighborhoods. Motivated by the impressive results of bilateral filtering for image denoising, we adopt it to denoise 3D meshes; addressing the specific issues required in the transition from two-dimensions to manifolds in three dimensions. We show that the proposed method successfully removes noise from meshes while preserving features. Furthermore, the presented algorithm excels in its simplicity both in concept and implementation. Shachar Fleishman, Iddo Drori, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 2003 | Computing and Rendering Point Set SurfacesabstractWe advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). The computation of points on the surface is local, which results in an out-of-core technique that can handle any point set. We show that the approximation error is bounded and present tools to increase or decrease the density of the points, thus allowing an adjustment of the spacing among the points to control the error. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates. Marc Alexa, Johannes Behr, Daniel Cohen-Or, Shachar Fleishman, David Levin, Cláudio T. Silva |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2001 | Point Set SurfacesabstractWe advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates. Marc Alexa, Johannes Behr, Daniel Cohen-Or, Shachar Fleishman, David Levin, Cláudio T. Silva |
IEEE Visualization | 4 |
| 2000 | Compression of Indoor Video Sequences Using Homography-Based SegmentationabstractWe present a new compression algorithm for video sequences of indoor scenes, or more generally, sequences containing mostly planar and near-planar surfaces. Our approach utilizes edge and optical flow information in order to segment selected keyframes into regions of general shape, such that the motion of each region is predicted well by a planar homography. With this kind of motion prediction, the errors between the predicted intermediate frames and the actual ones are very small, and can be compactly encoded. Our results demonstrate significant improvements in the accuracy of the compressed video sequences, compared to standard general purpose video compression. Tae-Joon Park, Shachar Fleishman, Daniel Cohen-Or, Dani Lischinski |
PG | 2 |
| 2000 | Automatic Camera Placement for Image-Based ModelingabstractWe present an automatic camera placement method for generating image‐based models from scenes with known geometry. Our method first approximately determines the set of surfaces visible from a given viewing area and then selects a small set of appropriate camera positions to sample the scene from. We define a quality measure for a surface as seen, or covered, from the given viewing area. Along with each camera position, we store the set of surfaces which are best covered by this camera. Next, one reference view is generated from each camera position by rendering the scene. Pixels in each reference view that do not belong to the selected set of polygons are masked out. The image‐based model generated by our method, covers every visible surface only once, associating it with a camera position from which it is covered with quality that exceeds a user‐specified quality threshold. The result is a compact non‐redundant image‐based model with controlled quality. The problem of covering every visible surface with a minimum number of cameras (guards) can be regarded as an extension to the well‐known Art Gallery Problem. However, since the 3D polygonal model is textured, the camera‐polygon visibility relation is not binary; instead, it has a weight — the quality of the polygon's coverage. Shachar Fleishman, Daniel Cohen-Or, Dani Lischinski |
Comput. Graph. Forum | 1 |
| 1999 | Automatic Camera Placement for Image-Based ModelingabstractWe present an automatic camera placement method for generating image-based models from scenes with known geometry. Our method first approximately determines the set of surfaces visible from a given viewing area and then selects a small set of appropriate camera positions to sample the scene from. We define a quality measure for a surface as seen, or covered, from the given viewing area. Along with each camera position, we store the set of surfaces which are best covered by this camera. Next, one reference view is generated from each reference view that do not belong to the selected set of polygons are masked out. The image-based model generated by our method, covers every visible surface only once, associating it with a camera position from which it is covered with quality that exceeds a user-specified quality threshold. The result is a compact non-redundant image-based model with controlled quality. The problem of covering every visible surface with a minimum number of cameras (guards) can be regarded as an extension to the well-known Art Gallery Problem. However, since the 3D polygonal model is textured, the camera-polygon visibility relation is not binary; instead, it has a weight-the quality of the polygon's coverage. Shachar Fleishman, Daniel Cohen-Or, Dani Lischinski |
PG | 1 |
| 1999 | Deep Compression for Streaming Texture Intensive AnimationsabstractThis paper presents a streaming technique for synthetic texture intensive 3D animation sequences.There is a short latency time while downloading the animation, until an initial fraction of the compressed data is read by the client.As the animation is played, the remainder of the data is streamed online seamlessly to the client.The technique exploits frame-to-frame coherence for transmitting geometric and texture streams.Instead of using the original textures of the model, the texture stream consists of view-dependent textures which are generated by rendering offline nearby views.These textures have a strong temporal coherency and can thus be well compressed.As a consequence, the bandwidth of the stream of the view-dependent textures is narrow enough to be transmitted together with the geometry stream over a low bandwidth network.These two streams maintain a small online cache of geometry and view-dependent textures from which the client renders the walkthrough sequence in real-time.The overall data transmitted over the network is an order of magnitude smaller than an MPEG postrendered sequence with an equivalent image quality. Daniel Cohen-Or, Yair Mann, Shachar Fleishman |
SIGGRAPH | 3 |
| 1999 | Navigating through sparse viewsabstractThis paper presents an image-based walkthrough technique where reference images are sparsely sampled along a path. The technique relies on a simple user interface for rapid modeling. Simple meshes are drawn to model and represent the underlying scene in each of the reference images. The meshes, consisting of only few polygons for each image are then registered by drawing a single line on each image, called model registration line, to form an aligned 3D model. To synthesize a novel view, two nearby reference images are mapped back onto their models by projective texture-mapping. Since the simple meshes are a crude approximation to the real model in the scene, image feature lines are drawn and used as aligning anchors to further register and blend two views together and form a final novel view. The simplicity of the technique yields rapid, “home-made” image-based walkthroughs. We have produced walkthroughs from a set of photographs to show the effectiveness of the technique. Shachar Fleishman, Baoquan Chen, Arie E. Kaufman, Daniel Cohen-Or |
VRST | 1 |
| 1995 | An Incremental Alignment Algorithm for Parallel Volume RenderingabstractAbstract This paper introduces a data distribution scheme and an alignment algorithm for parallel volume rendering. The algorithm performs a single wrap‐around shear transformation which requires only a regular inter‐processor communication pattern. The alignment can be implemented incrementally consisting of short distance shifts, thus significantly reducing the communication overhead. The alignment process is a non‐destructive transformation, consisting of a single non‐scaling shear operation. This is a unique feature which provides the basis for the incremental algorithm. Daniel Cohen-Or, Shachar Fleishman |
Comput. Graph. Forum | 2 |