David Bauer

dblp:50/2227 · DBLP profile ↗
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8ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0002-1327-3054ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 GSCache: Real-Time Radiance Caching for Volume Path Tracing Using 3D Gaussian Splatting
abstract
Real-time path tracing is rapidly becoming the standard for rendering in entertainment and professional applications. In scientific visualization, volume rendering plays a crucial role in helping researchers analyze and interpret complex 3D data. Recently, photorealistic rendering techniques have gained popularity in scientific visualization, yet they face significant challenges. One of the most prominent issues is slow rendering performance and high pixel variance caused by Monte Carlo integration. In this work, we introduce a novel radiance caching approach for path-traced volume rendering. Our method leverages advances in volumetric scene representation and adapts 3D Gaussian splatting to function as a multi-level, path-space radiance cache. This cache is designed to be trainable on the fly, dynamically adapting to changes in scene parameters such as lighting configurations and transfer functions. By incorporating our cache, we achieve less noisy, higher-quality images without increasing rendering costs. To evaluate our approach, we compare it against a baseline path tracer that supports uniform sampling and next-event estimation and the state-of-the-art for neural radiance caching. Through both quantitative and qualitative analyses, we demonstrate that our path-space radiance cache is a robust solution that is easy to integrate and significantly enhances the rendering quality of volumetric visualization applications while maintaining comparable computational efficiency.
David Bauer, Qi Wu 0015, Hamid Gadirov, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2025 HyperFLINT: Hypernetwork-based Flow Estimation and Temporal Interpolation for Scientific Ensemble Visualization
abstract
Abstract We present HyperFLINT (Hypernetwork‐based FLow estimation and temporal INTerpolation), a novel deep learning‐based approach for estimating flow fields, temporally interpolating scalar fields, and facilitating parameter space exploration in spatio‐temporal scientific ensemble data. This work addresses the critical need to explicitly incorporate ensemble parameters into the learning process, as traditional methods often neglect these, limiting their ability to adapt to diverse simulation settings and provide meaningful insights into the data dynamics. HyperFLINT introduces a hypernetwork to account for simulation parameters, enabling it to generate accurate interpolations and flow fields for each timestep by dynamically adapting to varying conditions, thereby outperforming existing parameter‐agnostic approaches. The architecture features modular neural blocks with convolutional and deconvolutional layers, supported by a hypernetwork that generates weights for the main network, allowing the model to better capture intricate simulation dynamics. A series of experiments demonstrates HyperFLINT's significantly improved performance in flow field estimation and temporal interpolation, as well as its potential in enabling parameter space exploration, offering valuable insights into complex scientific ensembles.
Hamid Gadirov, Qi Wu 0015, David Bauer, Kwan-Liu Ma, Jos B. T. M. Roerdink, Steffen Frey
Comput. Graph. Forum3
2024 A Multi-Layout Design For Immersive Visualization of Hierarchical Network Data
abstract
Visualization plays a vital role in making sense of complex network data. Recent studies have shown the potential of using extended reality (XR) for the immersive exploration of networks. The additional depth cues offered by XR help users perform better in certain tasks when compared to using traditional desktop setups. However, prior works on immersive network visualization rely mostly on singular, static graph layouts to present the data to the user. This poses a problem since there is no optimal layout for all possible tasks. The choice of layout heavily depends on the type of network and the task at hand. We introduce a multi-layout design that promotes more efficient use of the available space in VR environments and allows users to explore hierarchical network data in immersive space effectively. We implement our design with a choice of four distinct views on the network. The resulting system leverages various existing layout techniques to efficiently use the available space in VR and provide an optimal view of the data depending on the task and the level of detail required to solve it. To evaluate our approach, we conducted a user study comparing it against the state of the art for immersive network visualization. Participants performed tasks at varying spatial scopes. The results show that our approach outperforms the baseline in spatially focused scenarios as well as when the whole network needs to be considered.
David Bauer, Chengbo Zheng, Oh-Hyun Kwon, Kwan-Liu Ma
ISMAR1
2024 Photon Field Networks for Dynamic Real-Time Volumetric Global Illumination
abstract
Volume data is commonly found in many scientific disciplines, like medicine, physics, and biology. Experts rely on robust scientific visualization techniques to extract valuable insights from the data. Recent years have shown path tracing to be the preferred approach for volumetric rendering, given its high levels of realism. However, real-time volumetric path tracing often suffers from stochastic noise and long convergence times, limiting interactive exploration. In this paper, we present a novel method to enable real-time global illumination for volume data visualization. We develop Photon Field Networks-a phase-function-aware, multi-light neural representation of indirect volumetric global illumination. The fields are trained on multi-phase photon caches that we compute a priori. Training can be done within seconds, after which the fields can be used in various rendering tasks. To showcase their potential, we develop a custom neural path tracer, with which our photon fields achieve interactive framerates even on large datasets. We conduct in-depth evaluations of the method's performance, including visual quality, stochastic noise, inference and rendering speeds, and accuracy regarding illumination and phase function awareness. Results are compared to ray marching, path tracing and photon mapping. Our findings show that Photon Field Networks can faithfully represent indirect global illumination within the boundaries of the trained phase spectrum while exhibiting less stochastic noise and rendering at a significantly faster rate than traditional methods.
David Bauer, Qi Wu 0015, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2024 Interactive Volume Visualization via Multi-Resolution Hash Encoding Based Neural Representation
abstract
Implicit neural networks have demonstrated immense potential in compressing volume data for visualization. However, despite their advantages, the high costs of training and inference have thus far limited their application to offline data processing and non-interactive rendering. In this article, we present a novel solution that leverages modern GPU tensor cores, a well-implemented CUDA machine learning framework, an optimized global-illumination-capable volume rendering algorithm, and a suitable acceleration data structure to enable real-time direct ray tracing of volumetric neural representations. Our approach produces high-fidelity neural representations with a peak signal-to-noise ratio (PSNR) exceeding 30 dB, while reducing their size by up to three orders of magnitude. Remarkably, we show that the entire training step can fit within a rendering loop, bypassing the need for pre-training. Additionally, we introduce an efficient out-of-core training strategy to support extreme-scale volume data, making it possible for our volumetric neural representation training to scale up to terascale on a workstation with an NVIDIA RTX 3090 GPU. Our method significantly outperforms state-of-the-art techniques in terms of training time, reconstruction quality, and rendering performance, making it an ideal choice for applications where fast and accurate visualization of large-scale volume data is paramount.
Qi Wu 0015, David Bauer, Michael J. Doyle, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.2
2023 FoVolNet: Fast Volume Rendering using Foveated Deep Neural Networks
abstract
Volume data is found in many important scientific and engineering applications. Rendering this data for visualization at high quality and interactive rates for demanding applications such as virtual reality is still not easily achievable even using professional-grade hardware. We introduce FoVolNet-a method to significantly increase the performance of volume data visualization. We develop a cost-effective foveated rendering pipeline that sparsely samples a volume around a focal point and reconstructs the full-frame using a deep neural network. Foveated rendering is a technique that prioritizes rendering computations around the user's focal point. This approach leverages properties of the human visual system, thereby saving computational resources when rendering data in the periphery of the user's field of vision. Our reconstruction network combines direct and kernel prediction methods to produce fast, stable, and perceptually convincing output. With a slim design and the use of quantization, our method outperforms state-of-the-art neural reconstruction techniques in both end-to-end frame times and visual quality. We conduct extensive evaluations of the system's rendering performance, inference speed, and perceptual properties, and we provide comparisons to competing neural image reconstruction techniques. Our test results show that FoVolNet consistently achieves significant time saving over conventional rendering while preserving perceptual quality.
David Bauer, Qi Wu 0015, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2021 A Comparison of the Fatigue Progression of Eye-Tracked and Motion-Controlled Interaction in Immersive Space
abstract
Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigue-induced performance fluctuations of these new input modalities are scarce and rarely provide a direct comparison with established interaction methods. We conduct a study to compare the selection-interaction performance between commonly used handheld motion control devices and emerging eye interaction technology in VR. We investigate each interaction’s unique fatigue progression pattern in study sessions with ten minutes of continuous engagement. The results support and extend previous findings regarding the progression of fatigue in eye-tracked interaction over prolonged periods. By directly comparing gaze-with motion-controlled interaction, we put the emerging eye-trackers into perspective with the state-of-the-art interaction method for immersive space. We then discuss potential implications for future extended reality (XR) interaction design based on our findings.
Lukas Maximilian Masopust, David Bauer, Siyuan Yao, Kwan-Liu Ma
ISMAR2
2002 Pyramid CELP: Embedded speech coding for packet communications
abstract
In this paper we present a novel speech coding algorithm for transmission over packet networks based on CELP (Code-Excited-Linear-Prediction). While various CELP type speech coders like the ITU-T G.729 or the Adaptive Multi-Rate (AMR) codec are applicable to packet voice communication systems such as the Internet, there are some fundamental reasons that may limit their Performance in case of packet loss. We investigate the alternative of embedded coding in the CELP framework. focussing on an efficient quantization of the excitation signal to generate a hierarchically-structured bit stream by means of pyramid coding [1]. Thus, the receiver can reconstruct speech at a basic quality by decoding only a subset of the entire bit stream. The quality of the decoded speech increases with the amount of received bits. We demonstrate the performance by an experimental hierarchical wideband (0.05–7 kHz) speech coder, applied to an IP (Internet Protocol) channel simulation.
Christoph Erdmann, David Bauer, Peter Vary
ICASSP2