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Dennis Bautembach

dblp:132/3978 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0002-8596-3636ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

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
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.212013
Scalable real-time volumetric surface reconstruction · ACM Trans. Graph. 2013
Computer vision › 3D vision › 3d reconstruction
real-time reconstruction
0.212013
Scalable real-time volumetric surface reconstruction · ACM Trans. Graph. 2013
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
volumetric surface reconstruction
0.212013
Scalable real-time volumetric surface reconstruction · ACM Trans. Graph. 2013
Geometric modeling and processing
3d reconstruction
0.212013
Scalable real-time volumetric surface reconstruction · ACM Trans. Graph. 2013
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
large-scale scene reconstruction
0.212013
Scalable real-time volumetric surface reconstruction · ACM Trans. Graph. 2013

Methods — techniques the papers use, named apart from their topics

volumetric fusion · 0.3sparse hierarchical data structure · 0.3depth map fusion · 0.3
YearPublicationVenuePosition
2021 Multi-GPU SNN Simulation with Static Load Balancing
abstract
We present a SNN simulator which scales to millions of neurons, billions of synapses, and 8 GPUs. This is made possible by 1) a novel, cache-aware spike transmission algorithm 2) a model parallel multi-GPU distribution scheme and 3) a static, yet very effective load balancing strategy. The simulator further features an easy to use API and the ability to create custom models. We compare the proposed simulator against two state of the art ones on a series of benchmarks using three well-established models. We find that our simulator is faster, consumes less memory, and scales linearly with the number of GPUs.
Dennis Bautembach, Iasonas Oikonomidis, Antonis A. Argyros
IJCNN1
2020 Faster and Simpler SNN Simulation with Work Queues
abstract
We present a clock-driven Spiking Neural Network simulator which is up to 3x faster than the state of the art while, at the same time, being more general and requiring less programming effort on both the user's and maintainer's side. This is made possible by designing our pipeline around "work queues" which act as interfaces between stages and greatly reduce implementation complexity. We evaluate our work using three well-established SNN models on a series of benchmarks.
Dennis Bautembach, Iasonas Oikonomidis, Nikolaos Kyriazis, Antonis A. Argyros
IJCNN1
2013 Scalable real-time volumetric surface reconstruction
abstract
We address the fundamental challenge of scalability for real-time volumetric surface reconstruction methods. We design a memory efficient, hierarchical data structure for commodity graphics hardware, which supports live reconstruction of large-scale scenes with fine geometric details. Our sparse data structure fuses overlapping depth maps from a moving depth camera into a single volumetric representation, from which detailed surface models are extracted. Our hierarchy losslessly streams data bidirectionally between GPU and host, allowing for unbounded reconstructions. Our pipeline, comprised of depth map post-processing, camera pose estimation, volumetric fusion, surface extraction, and streaming, runs entirely in real-time. We experimentally demonstrate that a shallow hierarchy with relatively large branching factors yields the best memory/speed tradeoff, consuming an order of magnitude less memory than a regular grid. We compare an implementation of our data structure to existing methods and demonstrate higher-quality reconstructions on a variety of large-scale scenes, all captured in real-time.
Jiawen Chen 0001, Dennis Bautembach, Shahram Izadi
ACM Trans. Graph.2