Demo Data from EDBT 2026 / reviewers in the wild / expert
Amit Bleiweiss
dblp:91/7415
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2023
0009-0004-8952-3672ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorSystems, architecture and hardware · 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
2 papers |
Efficient and distributed learning · 87% 3D vision · 8% Face, body and person analysis · 4% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Efficient and distributed learning › distributed training
communication-efficient training |
0.7 | 1 | 2023 | AdaGL: Adaptive Learning for Agile Distributed Training of Gigantic GNNs · DAC 2023 |
Machine learning › Efficient and distributed learning › distributed training › distributed DNN training
distributed graph neural network training |
0.7 | 1 | 2023 | AdaGL: Adaptive Learning for Agile Distributed Training of Gigantic GNNs · DAC 2023 |
Machine learning › Efficient and distributed learning
distributed training |
0.7 | 1 | 2023 | AdaGL: Adaptive Learning for Agile Distributed Training of Gigantic GNNs · DAC 2023 |
Distributed systems
distributed machine learning |
0.2 | 1 | 2023 | AdaGL: Adaptive Learning for Agile Distributed Training of Gigantic GNNs · DAC 2023 |
Computer animation and physical simulation
motion capture |
0.1 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Computer animation and physical simulation
motion editing |
0.1 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Computer vision › Face, body and person analysis
human pose estimation |
0.1 | 1 | 2009 | Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009 |
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture |
0.1 | 1 | 2009 | Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009 |
Computer vision › 3D vision
motion capture |
0.1 | 1 | 2009 | Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009 |
Games and playful interaction
interactive gaming |
0.0 | 1 | 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animation · SIGGRAPH ASIA (Sketches) 2010 |
Wearable and physiological sensing › optical sensing
depth sensing |
0.0 | 1 | 2009 | Markerless motion capture using a single depth sensor · SIGGRAPH ASIA Sketches 2009 |
Methods — techniques the papers use, named apart from their topics
multi-resolution graph coarsening · 1.3adaptive learning · 1.3gesture animation · 0.2depth sensing · 0.2multi-person detection · 0.2background noise removal · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | AdaGL: Adaptive Learning for Agile Distributed Training of Gigantic GNNsabstractDistributed GNN training on contemporary massive and densely connected graphs requires information aggregation from all neighboring nodes, which leads to an explosion of inter-server communications. This paper proposes AdaGL, a highly scalable end-to-end framework for rapid distributed GNN training. AdaGL novelty lies upon our adaptive-learning based graph-allocation engine as well as utilizing multi-resolution coarse representation of dense graphs. As a result, AdaGL achieves an unprecedented level of balanced server computation while minimizing the communication overhead. Extensive proof-of-concept evaluations on billion-scale graphs show AdaGL attains ∼30−40% faster convergence compared with prior arts. Ruisi Zhang, Mojan Javaheripi, Zahra Ghodsi, Amit Bleiweiss, Farinaz Koushanfar |
DAC | 4 |
| 2010 | Robust head pose estimation by fusing time-of-flight depth and colorabstractWe present a new solution for real-time head pose estimation. The key to our method is a model-based approach based on the fusion of color and time-of-flight depth data. Our method has several advantages over existing head-pose estimation solutions. It requires no initial setup or knowledge of a pre-built model or training data. The use of additional depth data leads to a robust solution, while maintaining real-time performance. The method outperforms the state-of-the art in several experiments using extreme situations such as sudden changes in lighting, large rotations, and fast motion. Amit Bleiweiss, Michael Werman |
MMSP | 1 |
| 2010 | Enhanced interactive gaming by blending full-body tracking and gesture animationabstractAnimating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions. Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai |
SIGGRAPH ASIA (Sketches) | 1 |
| 2009 | Markerless motion capture using a single depth sensorabstractWe present a robust framework for tracking skeleton joints in real-time by using a single time-of-flight depth sensor. The framework is able to remove the background noise inherent in time-of-flight cameras, detect multiple people, and track up to 30 joints of free motion for each person. The approach has several advantages over traditional motion capture, as it is a cheap alternative to magnetic and optical systems, and requires no markers whatsoever. Unlike markerless systems based on RGB cameras [Duetscher et al. 2000; Kehl and Van Gool 2006], our framework yields dependable results at an interactive rate using a single camera. Amit Bleiweiss, Eran Eilat, Gershom Kutliroff |
SIGGRAPH ASIA Sketches | 1 |