Dennis Bautembach

PhD Student

About Me

At the age of 10 I was gifted my first PC which included a Basic compiler. I’ve been coding ever since.. Currently I am a PhD student at the University of Crete, expecting to graduate in summer 2021.

Contents:

Publications/Projects

Faster and Simpler SNN Simulation with Work Queues

Bautembach, D., Oikonomidis, I., Kyriazis, N., & Argyros, A. (2020, July). Faster and Simpler SNN Simulation with Work Queues. In 2020 International Joint Conference on Neural Networks (IJCNN) (pp. 1-8). IEEE.

“Spice” is a state of the art spiking neural network simulator written in C++ and CUDA. It

  • is up to 3x faster than the competition,
  • allows you to specify your own models through a modern and intuitive API (you simply inherit from a model base class and override callbacks),
  • builds out of the box without any 3rd-party dependencies (apart from CUDA), and
  • does not involve any proprietary compilation steps or domain-specific languages.

Resources:

A Comparative Study of Matrix Completion and Recovery Techniques for Human Pose Estimation

Bautembach, D., Oikonomidis, I., & Argyros, A. (2018, June). A Comparative Study of Matrix Completion and Recovery Techniques for Human Pose Estimation. In Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (pp. 23-30).

We estimate human poses by treating them as missing/incomplete rows in a “pose database” matrix and calculating missing entries via matrix completion.

Paper

Scalable Real-time Volumetric Surface Reconstruction

Chen, J., Bautembach, D., & Izadi, S. (2013). Scalable real-time volumetric surface reconstruction. ACM Transactions on Graphics (ToG), 32(4), 1-16.

KinectFusion is a well-known 3D scanner powered by Microsoft’s Kinect camera. It has recently found its way into the official Kinect for Windows SDK. While KinectFusion produces very high-quality scans in real-time, it is limited to relatively small spaces.

In this paper we extend KinectFusion with a sparse data structure and streaming, allowing us to scan areas of virtually infinite size while maintaining the quality and performance of the original algorithm.

Resources:

Animated Sparse Voxel Octrees

Unpublished BSc thesis

Voxels date back 20 years. They have many advantages over polygon meshes. However, they always suffered form the lack of a hardware-accelerated rendering pipeline and the infeasiblity of animating them. I tackled this age-old computer graphics problem in my BSc thesis. The (GPU-accelerated) animation technique I developed enables:

  • Skeletal animation of voxels models
  • Rendering of mixed polygon- and voxel-based content.

Resources:

Experience

Bautembach Consulting

Founder

2014

Founded a startup with the goal to bring realtime 3D reconstruction to mobile phones, which ultimately failed. After bankrupting we open-sourced our protoype.

Consulted VRC on developing their 3D scanning booth “Shun’X”.

Crytek

crytek.com

Research Software Engineer

2013

Research areas:

  • Replacing polygon meshes with volumetric representations to unify the game content creation pipeline (combine modelling, texturing, animation into a single workflow).
  • Non-rigid 3D reconstruction as an alternative to performance capture.

Developed cutscene animation tools for CINEBOX®, a film preproduction software based on the CRYENGINE.

Microsoft Research

Researcher

2012 - 2013

Scaled KinectFusion to scenes of arbitrary size.

Authored “FuSci”, a non-invasive foliage measurement software for the University of Cambridge’s biology department.

siQnet

siqnet.de

Junior Software Developer

2007

Designed a task planning software (“Maschinenbelegung”) for a local fulfillment service in Hamburg.

Created personal and commercial webistes.

Education

University of Crete

PhD Computer Science

2015 - present

Area of specialization: Spiking Neural Networks (simulation, multi-GPU parallelization, applications). See publications/projects for more. Expected to graduate in summer 2021.

University of Hamburg

BSc Computer Science

2007 - 2011

In my BSc thesis, tackled the decade-old problem in computer graphics of animating voxels.

Co-developed a realtime strategy game called Ink Wars.