EDBT 2026 Demo / reviewers in the wild / expert
Xinlian Liu
dblp:75/6607
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-2030-2052ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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
1 paper |
Visualization and visual analytics · 50% Rendering · 50% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › scientific visualization
molecular visualization |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Rendering
real-time rendering |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Visualization and visual analytics
scientific visualization |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Rendering
visibility culling |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Parallel and multicore computing › parallel computing
parallel rendering |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Methods — techniques the papers use, named apart from their topics
parallel computing · 0.1octree · 0.1multiresolution · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Accelerating Deep Learning Training Through Transparent Storage TieringabstractWe present Monarch,a framework-agnostic storage middleware that transparently employs storage tiering to accelerate Deep Learning (DL) training. It leverages existing storage tiers of modern supercomputers (i.e., compute node's local storage and shared parallel file system (PFS)), while considering the I/O patterns of DL frameworks to improve data placement across tiers. Monarchaims at accelerating DL training and decreasing the I/O pressure imposed over the PFS. We apply Monarchto TensorFlow and PyTorch, while validating its performance and applicability under different models and dataset sizes. Results show that, even when the training dataset can only be partially stored at local storage, Monarchreduces TensorFlow's and PyTorch's training time by up to 28% and 37% for I/O-intensive models, respectively. Furthermore, Monarchdecreases the number of I/O operations submitted to the PFS by up to 56%. Marco Dantas, Diogo Leitão, Peter Cui, Ricardo Macedo, Xinlian Liu, Weijia Xu, João Paulo 0001 |
CCGRID | 5 |
| 2002 | Immersive and Interactive Exploration of Billion-Atom SystemsabstractRecent advances in parallel computing have made it possible for scientists to perform atomistic simulations of materials involving billions of atoms. An immersive and interactive virtual environment such as ImmersaDesk is an ideal platform for exploring complex material processes in these simulations. However rendering such large datasets at an interactive speed is a major challenge. To solve this problem we have developed a visualization system by incorporating parallel and distributed computing paradigms. The system uses a parallelized fast visibility-culling algorithm based on the octree data structure to reduce the number of atoms sent to the graphics pipeline. An adaptive multiresolution algorithm based on atomic density is employed to further reduce the load on the graphics pipeline. The resulting system renders a billion-atom system at nearly interactive frame rates on a dual processor SGI Onyx2 with an InfiniteReality2 graphics pipeline connected to a 4-node PC cluster. Ashish Sharma 0001, Xinlian Liu, Aiichiro Nakano, Rajiv K. Kalia, Priya Vashishta, Timothy Campbell, Andy Haas |
VR | 2 |