VLDB 2026 Research / reviewers in the wild / expert
Christian Freude
dblp:169/7750
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6ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-4224-4105ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Rendering Synthetic Defects for Learning-Based Industrial InspectionabstractAbstract Computer vision increasingly uses synthetic data from physically based rendering to supplement limited real‐world datasets. In industrial inspection, defect data is scarce and the rendering pipeline is explicitly controlled, and synthetic defect generation therefore becomes a dataset design problem. In this setting, building a dataset means choosing points in a rendering parameter space: defect shape, material, illumination, viewpoint, and sampling define the training distribution, but their effect on downstream learning is often hard to judge from images alone. We therefore study how these factors change defect features, where their relation to downstream learning is easier to inspect. Our results show that the rendering factors do not matter equally: defect shape, material, illumination, and viewpoint often affect downstream behavior much more than the number of samples per pixel. Synthetic subsets that transfer better downstream tend to stay close to real defect features, cover the observed defect modes, and stay separated from the defect‐free (OK) region. Based on these observations, we build a simple feature‐space screening heuristic for selecting subsets from large candidate pools. The selected subsets often outperform matched random selection for downstream segmentation on real data. Runzhou Mao, Hiroyuki Sakai 0002, Christian Freude, Christoph Garth, Petra Gospodnetic, Juraj Fulir |
Comput. Graph. Forum | 3 |
| 2025 | Statistical Error Reduction for Monte Carlo RenderingabstractDenoising is an important post-processing step in physically based Monte Carlo (MC) rendering. While neural networks are widely used in practice, statistical analysis has recently become a viable alternative for denoising. In this paper, we present a general framework for statistics-based error reduction of both estimated radiance and variance. Specifically, we introduce a novel denoising approach for variance estimates, which can either improve variance-aware adaptive sampling or provide additional input for image denoising in a cascaded manner. Furthermore, we present multi-transform denoising: a general and efficient correction scheme for non-normal distributions, which typically occur in MC rendering. All these contributions combine to a robust denoising pipeline that does not require any pretraining and can run efficiently on current GPU hardware. Our results show distinct advantages over previous denoising methods, especially in the range of a few hundred samples per pixel, which is of high practical relevance. Finally, we demonstrate good convergence behavior as the number of samples increases, providing predictable results with low bias that are free of hallucinated neural artifacts. In summary, our statistics-based algorithms for adaptive sampling and denoising deliver fast, consistent, low-bias variance and radiance estimates. Hiroyuki Sakai 0002, Christian Freude, Michael Wimmer 0001, David Hahn |
SIGGRAPH Asia | 2 |
| 2025 | Inverse Simulation of Radiative Thermal TransportabstractAbstract The early phase of urban planning and architectural design has a great impact on the thermal loads and characteristics of constructed buildings. It is, therefore, important to efficiently simulate thermal effects early on and rectify possible problems. In this paper, we present an inverse simulation of radiative heat transport and a differentiable photon‐tracing approach. Our method utilizes GPU‐accelerated ray tracing to speed up both the forward and adjoint simulation. Moreover, we incorporate matrix compression to further increase the efficiency of our thermal solver and support larger scenes. In addition to our differentiable photon‐tracing approach, we introduce a novel approximate edge sampling scheme that re‐uses primary samples instead of relying on explicit edge samples or auxiliary rays to resolve visibility discontinuities. Our inverse simulation system enables designers to not only predict the temperature distribution, but also automatically optimize the design to improve thermal comfort and avoid problematic configurations. We showcase our approach using several examples in which we optimize the placement of buildings or their facade geometry. Our approach can be used to optimize arbitrary geometric parameterizations and supports steady‐state, as well as transient simulations. Christian Freude, Lukas Lipp, Matthias Zezulka, Florian Rist 0001, Michael Wimmer 0001, David Hahn |
Comput. Graph. Forum | 1 |
| 2024 | A Statistical Approach to Monte Carlo Denoising
Hiroyuki Sakai 0002, Christian Freude, Thomas Auzinger, David Hahn, Michael Wimmer 0001 |
SIGGRAPH Asia | 2 |
| 2023 | Precomputed Radiative Heat Transport for Efficient Thermal SimulationabstractArchitectural design and urban planning are complex design tasks. Predicting the thermal impact of design choices at interactive rates enhances the ability of designers to improve energy efficiency and avoid problematic heat islands while maintaining design quality. We show how to use and adapt methods from computer graphics to efficiently simulate heat transfer via thermal radiation, thereby improving user guidance in the early design phase of large-scale construction projects and helping to increase energy efficiency and outdoor comfort. Our method combines a hardware-accelerated photon tracing approach with a carefully selected finite element discretization, inspired by precomputed radiance transfer. This combination allows us to precompute a radiative transport operator, which we then use to rapidly solve either steady-state or transient heat transport throughout the entire scene. Our formulation integrates time-dependent solar irradiation data without requiring changes in the transport operator, allowing us to quickly analyze many different scenarios such as common weather patterns, monthly or yearly averages, or transient simulations spanning multiple days or weeks. We show how our approach can be used for interactive design workflows such as city planning via fast feedback in the early design phase. Christian Freude, David Hahn, Florian Rist 0001, Lukas Lipp, Michael Wimmer 0001 |
Comput. Graph. Forum | 1 |
| 2015 | Separable Subsurface ScatteringabstractIn this paper, we propose two real‐time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real‐time production scenarios. Current state‐of‐the‐art, real‐time approaches simulate subsurface light transport by approximating the radially symmetric non‐separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low‐rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high‐quality diffusion simulation, while the second one offers an attractive trade‐off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance‐sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post‐processing steps without intrusive changes to existing rendering pipelines. Jorge Jimenez, Károly Zsolnai-Fehér, Adrián Jarabo, Christian Freude, Thomas Auzinger, Xian-Chun Wu, Javier von der Pahlen, Michael Wimmer 0001, Diego Gutierrez |
Comput. Graph. Forum | 4 |