Rüdiger Westermann

CV
h-index24
12papers
499citations
Novelty49%
AI Score49

12 Papers

CVJul 5, 2023
Neural Fields for Interactive Visualization of Statistical Dependencies in 3D Simulation Ensembles

Fatemeh Farokhmanesh, Kevin Höhlein, Christoph Neuhauser et al.

We present the first neural network that has learned to compactly represent and can efficiently reconstruct the statistical dependencies between the values of physical variables at different spatial locations in large 3D simulation ensembles. Going beyond linear dependencies, we consider mutual information as a measure of non-linear dependence. We demonstrate learning and reconstruction with a large weather forecast ensemble comprising 1000 members, each storing multiple physical variables at a 250 x 352 x 20 simulation grid. By circumventing compute-intensive statistical estimators at runtime, we demonstrate significantly reduced memory and computation requirements for reconstructing the major dependence structures. This enables embedding the estimator into a GPU-accelerated direct volume renderer and interactively visualizing all mutual dependencies for a selected domain point.

CVNov 17, 2023
Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis

Simon Niedermayr, Josef Stumpfegger, Rüdiger Westermann

Recently, high-fidelity scene reconstruction with an optimized 3D Gaussian splat representation has been introduced for novel view synthesis from sparse image sets. Making such representations suitable for applications like network streaming and rendering on low-power devices requires significantly reduced memory consumption as well as improved rendering efficiency. We propose a compressed 3D Gaussian splat representation that utilizes sensitivity-aware vector clustering with quantization-aware training to compress directional colors and Gaussian parameters. The learned codebooks have low bitrates and achieve a compression rate of up to $31\times$ on real-world scenes with only minimal degradation of visual quality. We demonstrate that the compressed splat representation can be efficiently rendered with hardware rasterization on lightweight GPUs at up to $4\times$ higher framerates than reported via an optimized GPU compute pipeline. Extensive experiments across multiple datasets demonstrate the robustness and rendering speed of the proposed approach.

MLSep 8, 2023
Postprocessing of Ensemble Weather Forecasts Using Permutation-invariant Neural Networks

Kevin Höhlein, Benedikt Schulz, Rüdiger Westermann et al.

Statistical postprocessing is used to translate ensembles of raw numerical weather forecasts into reliable probabilistic forecast distributions. In this study, we examine the use of permutation-invariant neural networks for this task. In contrast to previous approaches, which often operate on ensemble summary statistics and dismiss details of the ensemble distribution, we propose networks that treat forecast ensembles as a set of unordered member forecasts and learn link functions that are by design invariant to permutations of the member ordering. We evaluate the quality of the obtained forecast distributions in terms of calibration and sharpness and compare the models against classical and neural network-based benchmark methods. In case studies addressing the postprocessing of surface temperature and wind gust forecasts, we demonstrate state-of-the-art prediction quality. To deepen the understanding of the learned inference process, we further propose a permutation-based importance analysis for ensemble-valued predictors, which highlights specific aspects of the ensemble forecast that are considered important by the trained postprocessing models. Our results suggest that most of the relevant information is contained in a few ensemble-internal degrees of freedom, which may impact the design of future ensemble forecasting and postprocessing systems.

CVNov 9, 2025
Inpaint360GS: Efficient Object-Aware 3D Inpainting via Gaussian Splatting for 360° Scenes

Shaoxiang Wang, Shihong Zhang, Christen Millerdurai et al.

Despite recent advances in single-object front-facing inpainting using NeRF and 3D Gaussian Splatting (3DGS), inpainting in complex 360° scenes remains largely underexplored. This is primarily due to three key challenges: (i) identifying target objects in the 3D field of 360° environments, (ii) dealing with severe occlusions in multi-object scenes, which makes it hard to define regions to inpaint, and (iii) maintaining consistent and high-quality appearance across views effectively. To tackle these challenges, we propose Inpaint360GS, a flexible 360° editing framework based on 3DGS that supports multi-object removal and high-fidelity inpainting in 3D space. By distilling 2D segmentation into 3D and leveraging virtual camera views for contextual guidance, our method enables accurate object-level editing and consistent scene completion. We further introduce a new dataset tailored for 360° inpainting, addressing the lack of ground truth object-free scenes. Experiments demonstrate that Inpaint360GS outperforms existing baselines and achieves state-of-the-art performance. Project page: https://dfki-av.github.io/inpaint360gs/

CVApr 17
Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting

Neel Kelkar, Simon Niedermayr, Klaus Engel et al.

We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.

LGOct 31, 2024
APEBench: A Benchmark for Autoregressive Neural Emulators of PDEs

Felix Koehler, Simon Niedermayr, Rüdiger Westermann et al.

We introduce the Autoregressive PDE Emulator Benchmark (APEBench), a comprehensive benchmark suite to evaluate autoregressive neural emulators for solving partial differential equations. APEBench is based on JAX and provides a seamlessly integrated differentiable simulation framework employing efficient pseudo-spectral methods, enabling 46 distinct PDEs across 1D, 2D, and 3D. Facilitating systematic analysis and comparison of learned emulators, we propose a novel taxonomy for unrolled training and introduce a unique identifier for PDE dynamics that directly relates to the stability criteria of classical numerical methods. APEBench enables the evaluation of diverse neural architectures, and unlike existing benchmarks, its tight integration of the solver enables support for differentiable physics training and neural-hybrid emulators. Moreover, APEBench emphasizes rollout metrics to understand temporal generalization, providing insights into the long-term behavior of emulating PDE dynamics. In several experiments, we highlight the similarities between neural emulators and numerical simulators.

CVAug 21, 2025
MeSS: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion

Xuyang Chen, Zhijun Zhai, Kaixuan Zhou et al.

Mesh models have become increasingly accessible for numerous cities; however, the lack of realistic textures restricts their application in virtual urban navigation and autonomous driving. To address this, this paper proposes MeSS (Meshbased Scene Synthesis) for generating high-quality, styleconsistent outdoor scenes with city mesh models serving as the geometric prior. While image and video diffusion models can leverage spatial layouts (such as depth maps or HD maps) as control conditions to generate street-level perspective views, they are not directly applicable to 3D scene generation. Video diffusion models excel at synthesizing consistent view sequences that depict scenes but often struggle to adhere to predefined camera paths or align accurately with rendered control videos. In contrast, image diffusion models, though unable to guarantee cross-view visual consistency, can produce more geometry-aligned results when combined with ControlNet. Building on this insight, our approach enhances image diffusion models by improving cross-view consistency. The pipeline comprises three key stages: first, we generate geometrically consistent sparse views using Cascaded Outpainting ControlNets; second, we propagate denser intermediate views via a component dubbed AGInpaint; and third, we globally eliminate visual inconsistencies (e.g., varying exposure) using the GCAlign module. Concurrently with generation, a 3D Gaussian Splatting (3DGS) scene is reconstructed by initializing Gaussian balls on the mesh surface. Our method outperforms existing approaches in both geometric alignment and generation quality. Once synthesized, the scene can be rendered in diverse styles through relighting and style transfer techniques.

GRDec 2, 2021
Fast Neural Representations for Direct Volume Rendering

Sebastian Weiss, Philipp Hermüller, Rüdiger Westermann

Despite the potential of neural scene representations to effectively compress 3D scalar fields at high reconstruction quality, the computational complexity of the training and data reconstruction step using scene representation networks limits their use in practical applications. In this paper, we analyze whether scene representation networks can be modified to reduce these limitations and whether such architectures can also be used for temporal reconstruction tasks. We propose a novel design of scene representation networks using GPU tensor cores to integrate the reconstruction seamlessly into on-chip raytracing kernels, and compare the quality and performance of this network to alternative network- and non-network-based compression schemes. The results indicate competitive quality of our design at high compression rates, and significantly faster decoding times and lower memory consumption during data reconstruction. We investigate how density gradients can be computed using the network and show an extension where density, gradient and curvature are predicted jointly. As an alternative to spatial super-resolution approaches for time-varying fields, we propose a solution that builds upon latent-space interpolation to enable random access reconstruction at arbitrary granularity. We summarize our findings in the form of an assessment of the strengths and limitations of scene representation networks \changed{for compression domain volume rendering, and outline future research directions.

HCJul 30, 2020
Visual Analysis of Multi-Parameter Distributions across Ensembles

Alexander Kumpf, Josef Stumpfegger, Patrick Fabian Härtl et al.

For an ensemble of data points in a multi-parameter space, we present a visual analytics technique to select a representative distribution of parameter values, and analyse how representative this distribution is in all ensemble members. A multi-parameter cluster in a representative ensemble member is visualized via a parallel coordinates plot, to provide initial distributions and let domain experts interactively select relevant parameters and value ranges. Since unions of value ranges select hyper-cubes in parameter space, data points in these unions are not necessarily contained in the cluster. By using a multi-parameter kD-tree to further refine the selected parameter ranges, in combination with a covariance analysis of refined sets of data points, a tight partition in multi-parameter space with reduced number of falsely selected points is obtained. To assess the representativeness of the selected multi-parameter distribution across the ensemble, a linked side-by-side view of per-member violin plots is provided. We propose modifications of violin plots to show multi-parameter distributions simultaneously, and investigate the visual design that effectively conveys (dis-)similarities in multi-parameter distributions. In a linked spatial view, users can analyse and compare the spatial distribution of selected points in different ensemble members via interval-based isosurface raycasting. In two real-world application cases we show how our approach is used to analyse the multi-parameter distributions across an ensemble of 3D fields.

LGJul 21, 2020
Inverting the Feature Visualization Process for Feedforward Neural Networks

Christian Reinbold, Rüdiger Westermann

This work sheds light on the invertibility of feature visualization in neural networks. Since the input that is generated by feature visualization using activation maximization does, in general, not yield the feature objective it was optimized for, we investigate optimizing for the feature objective that yields this input. Given the objective function used in activation maximization that measures how closely a given input resembles the feature objective, we exploit that the gradient of this function w.r.t. inputs is---up to a scaling factor---linear in the objective. This observation is used to find the optimal feature objective via computing a closed form solution that minimizes the gradient. By means of Inverse Feature Visualization, we intend to provide an alternative view on a networks sensitivity to certain inputs that considers feature objectives rather than activations.

GRJul 20, 2020
Learning Adaptive Sampling and Reconstruction for Volume Visualization

Sebastian Weiss, Mustafa Işık, Justus Thies et al.

A central challenge in data visualization is to understand which data samples are required to generate an image of a data set in which the relevant information is encoded. In this work, we make a first step towards answering the question of whether an artificial neural network can predict where to sample the data with higher or lower density, by learning of correspondences between the data, the sampling patterns and the generated images. We introduce a novel neural rendering pipeline, which is trained end-to-end to generate a sparse adaptive sampling structure from a given low-resolution input image, and reconstructs a high-resolution image from the sparse set of samples. For the first time, to the best of our knowledge, we demonstrate that the selection of structures that are relevant for the final visual representation can be jointly learned together with the reconstruction of this representation from these structures. Therefore, we introduce differentiable sampling and reconstruction stages, which can leverage back-propagation based on supervised losses solely on the final image. We shed light on the adaptive sampling patterns generated by the network pipeline and analyze its use for volume visualization including isosurface and direct volume rendering.

GRJun 15, 2019
Volumetric Isosurface Rendering with Deep Learning-Based Super-Resolution

Sebastian Weiss, Mengyu Chu, Nils Thuerey et al.

Rendering an accurate image of an isosurface in a volumetric field typically requires large numbers of data samples. Reducing the number of required samples lies at the core of research in volume rendering. With the advent of deep learning networks, a number of architectures have been proposed recently to infer missing samples in multi-dimensional fields, for applications such as image super-resolution and scan completion. In this paper, we investigate the use of such architectures for learning the upscaling of a low-resolution sampling of an isosurface to a higher resolution, with high fidelity reconstruction of spatial detail and shading. We introduce a fully convolutional neural network, to learn a latent representation generating a smooth, edge-aware normal field and ambient occlusions from a low-resolution normal and depth field. By adding a frame-to-frame motion loss into the learning stage, the upscaling can consider temporal variations and achieves improved frame-to-frame coherence. We demonstrate the quality of the network for isosurfaces which were never seen during training, and discuss remote and in-situ visualization as well as focus+context visualization as potential applications