Qi Wu 0015

dblp:96/3446-15 · DBLP profile ↗
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10ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0003-0342-9366ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 first-author · 8 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.2
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. Forum2
2025 Distributed Neural Representation for Reactive In Situ Visualization
abstract
Implicit neural representations (INRs) have emerged as a powerful tool for compressing large-scale volume data. This opens up new possibilities for in situ visualization. However, the efficient application of INRs to distributed data remains an underexplored area. In this work, we develop a distributed volumetric neural representation and optimize it for in situ visualization. Our technique eliminates data exchanges between processes, achieving state-of-the-art compression speed, quality and ratios. Our technique also enables the implementation of an efficient strategy for caching large-scale simulation data in high temporal frequencies, further facilitating the use of reactive in situ visualization in a wider range of scientific problems. We integrate this system with the Ascent infrastructure and evaluate its performance and usability using real-world simulations.
Qi Wu 0015, Joseph A. Insley, Victor A. Mateevitsi, Silvio Rizzi 0001, Michael E. Papka, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2024 Beyond ExaBricks: GPU Volume Path Tracing of AMR Data
abstract
Abstract Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for HPC, and thus also for scientific visualization. AMR data is usually cell centric (which imposes numerous challenges), complex, and generally hard to render. Recent work on GPU‐accelerated AMR rendering has made much progress towards real‐time volume and isosurface rendering of such data, but so far this work has focused exclusively on ray marching, with simple lighting models and without scattering events or global illumination. True high‐quality rendering requires a modified approach that is able to trace arbitrary incoherent paths; but this may not be a perfect fit for the types of data structures recently developed for ray marching. In this paper, we describe a novel approach to high‐quality path tracing of complex AMR data, with a specific focus on analyzing and comparing different data structures and algorithms to achieve this goal.
Stefan Zellmann, Qi Wu 0015, Alper Sahistan, Kwan-Liu Ma, Ingo Wald
Comput. Graph. Forum2
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.2
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.1
2023 Memory-Efficient GPU Volume Path Tracing of AMR Data Using the Dual Mesh
abstract
Abstract A common way to render cell‐centric adaptive mesh refinement (AMR) data is to compute the dual mesh and visualize that with a standard unstructured element renderer. While the dual mesh provides a high‐quality interpolator, the memory requirements of the dual meshdata structureare significantly higher than those of the original grid, which prevents rendering very large data sets. We introduce a GPU‐friendly data structure and a clustering algorithm that allow for efficient AMR dual mesh rendering with a competitive memory footprint. Fundamentally, any off‐the‐shelf unstructured element renderer running on GPUs could be extended to support our data structure just by adding agridletelement type in addition to the standard tetrahedra, pyramids, wedges, and hexahedra supported by default. We integrated the data structure into a volumetric path tracer to compare it to various state‐of‐the‐art unstructured element sampling methods. We show that our data structure easily competes with these methods in terms of rendering performance, but is much more memory‐efficient.
Stefan Zellmann, Qi Wu 0015, Kwan-Liu Ma, Ingo Wald
Comput. Graph. Forum2
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.2
2019 Ray Tracing Generalized Tube Primitives: Method and Applications
abstract
We present a general high-performance technique for ray tracing generalized tube primitives. Our technique efficiently supports tube primitives with fixed and varying radii, general acyclic graph structures with bifurcations, and correct transparency with interior surface removal. Such tube primitives are widely used in scientific visualization to represent diffusion tensor imaging tractographies, neuron morphologies, and scalar or vector fields of 3D flow. We implement our approach within the OSPRay ray tracing framework, and evaluate it on a range of interactive visualization use cases of fixed- and varying-radius streamlines, pathlines, complex neuron morphologies, and brain tractographies. Our proposed approach provides interactive, high-quality rendering, with low memory overhead.
Mengjiao Han, Ingo Wald, Will Usher 0001, Qi Wu 0015, Feng Wang 0013, Valerio Pascucci, Charles D. Hansen, Chris R. Johnson 0001
Comput. Graph. Forum4
2019 CPU Isosurface Ray Tracing of Adaptive Mesh Refinement Data
abstract
Adaptive mesh refinement (AMR) is a key technology for large-scale simulations that allows for adaptively changing the simulation mesh resolution, resulting in significant computational and storage savings. However, visualizing such AMR data poses a significant challenge due to the difficulties introduced by the hierarchical representation when reconstructing continuous field values. In this paper, we detail a comprehensive solution for interactive isosurface rendering of block-structured AMR data. We contribute a novel reconstruction strategy-the octant method-which is continuous, adaptive and simple to implement. Furthermore, we present a generally applicable hybrid implicit isosurface ray-tracing method, which provides better rendering quality and performance than the built-in sampling-based approach in OSPRay. Finally, we integrate our octant method and hybrid isosurface geometry into OSPRay as a module, providing the ability to create high-quality interactive visualizations combining volume and isosurface representations of BS-AMR data. We evaluate the rendering performance, memory consumption and quality of our method on two gigascale block-structured AMR datasets.
Feng Wang 0013, Ingo Wald, Qi Wu 0015, Will Usher 0001, Chris R. Johnson 0001
IEEE Trans. Vis. Comput. Graph.3