I am a computer science PhD candidate at the University of Washington, advised by Luis Ceze and Mark Oskin. I am affiliated with the computer architecture group and the UW Reality Lab, and I collaborate with the UW databases group.
My research focuses on improving systems for graphics and virtual reality with hardware-software codesign and ML-for-systems techniques. My PhD thesis proposes optimizations across the mobile-cloud visual computing stack, by leveraging perceptual information like saliency, semantics, or visual structure. These optimizations informed the design of custom hardware accelerators for VR video processing, near-data similarity search, and low-power computer vision, as well as impacting the design of database systems for video management.
Recent News (see all →)
VisualWorldDB: A DBMS for the Visual World.
In Conference on Innovative Data Systems Research (CIDR), 2020.
paper (pdf), bibtex
A vision and initial architecture for a new type of database system optimized for large-scale multicamera applications.
Vignette: Perceptual Compression for Video Storage and Processing Systems.
In ACM Symposium on Cloud Computing (SoCC), 2019.
paper (pdf), slides (pdf), bibtex, SoCC Best Poster Award Winner
A system that integrates machine learning-improved compression with cloud video storage and distribution, compatible with modern codecs and hardware accelerators.
LightDB: A DBMS for Virtual Reality.
In Proceedings of the VLDB Endowment (PVLDB) 11(10), 2018.
paper (pdf), bibtex, code (github)
A database management system designed for multi-dimensional video, like 360-degree and light field videos.
Application Codesign of Near-Data Processing for Similarity Search.
In IEEE International Parallel and Distributed Processing Symposium (IPDPS), 2018.
paper (pdf), bibtex
A k-nearest neighbors hardware accelerator using processing-in-memory, for content-based image retrieval.
Exploring Computation-Communication Tradeoffs in Camera Systems.
In IEEE International Symposium on Workload Characterization (IISWC), 2017.
paper (pdf), slides (pdf), bibtex
A data movement characterization for resource-constrained vision and VR camera hardware.
A Hardware-Friendly Bilateral Solver for Real-Time Virtual Reality Video.
In High Performance Graphics (HPG), 2017.
paper (pdf), slides (pdf), bibtex, code (github), blog post
A hardware-software codesign approach to accelerate a 16-camera VR video pipeline for real-time performance.
Principles and Techniques of Schlieren Imaging Systems.
In Columbia University Computer Science Technical Reports, 2013. , bibtex
A survey paper on modern Schlieren optics systems.