Prof. Dr. Rüdiger Westermann
Rüdiger Westermann is a Professor for Computer Science at the Technical University Munich. He is head of the chair for Computer Graphics and Visualization and one of the main drivers of the Computer Games initiative at TUM.
+49 89 289 19456
+49 89 289 19462
TU München, I15
In the following, I highlight some of our research in the field of interactive computer graphics and visualization. For a complete list of our research please check out our publication page.
Uncertainty and Ensemble Visualization
In the scope of my ERC Advanced Grant “ SaferVis”, we pursue research on the modelling and visualization of uncertainty in scientific data sets. I’m also a PI in the Transregional Collaborative Research Center 165 " Waves to Weather”, funded by the German research foundation. My group helps to explore the limits of predictability in weather forecasting by visualizing the uncertainty that is represented by ensemble forecasts. We recently published a new probabilistic method to visualize trends and outliers in ensembles of particle trajectories, and we released the opensource visualization system Met.3D for meteorological ensembles.
Interactive Data Visualization
We are continually striving to provide interactive visualization techniques for multi-dimensional scientific data sets as they are generated by medical imaging techniques or numerical simulations. Our research covers focus+context techniques for 3D scalar fields as well as feature-based techniques for flow fields.
Deformable Body Simulation, Cutting and Collisions
We pursue research on realtime finite-element simulations of elastic bodies. We have considerably improved the efficiency of numerical multigrid schemes in situations with complicated boundaries, by a combination of adaptively refined hexahedral elements and cell duplication. GPU support enables the use of tens of thousands of elements in interactive environments. Our research on topology changes and collision detection for deformable bodies (including a STAR report on realtime haptic virtual cutting) has spawned a number of activities in the field. Our CGI paper on collision detection was even imitated (see this 2015 Siggraph Asia paper).
Scalable Point and Particle Rendering
In some recent research projects we have addressed the widening gap between the ability to generate data by sensors or numerical simulations, and the ability to interactively render this data. We have developed GPU data structures and rendering algorithms to enable scalable online reconstruction of depth streams from a Kinect sensor as well as interactive visual inspection of scanned point sets and simulated particle sets comprising hundreds of millions of elements.
GPU-Based Compression for Large-Scale Visualization
The performance of visualization techniques is increasingly limited by memory bandwidth, when reading data from disk to main memory and from main to GPU memory. To overcome this limitation, we have developed compression schemes for terrain fields and volumetric scalar and vector fields, which allow for an on-the-fly decoding of the data on the GPU and keep memory transfer during rendering at a minimum. Based on these schemes we have developed some of the most throughput-efficient visualization systems for large-scale terrain fields as well as volumetric turbulence data and astrophysical particle simulations.
Multigrid Solvers for Scalable Physics-based Simulation and Computational Steering
High performance computing systems are increasingly used to perform computationally and memory-bandwidth intensive numerical simulations in interactive environments, to let users guide a simulation towards some region of interest or monitor the effects that are caused by interactive input parameter modifications. By using such mechanisms, the “traditional” way of modelling and simulation on HPC resources can be changed. We have demonstrated some of the most efficient computational steering environments for interactive fluid simulation and topology optimization. We have developed novel numerical multigrid schemes which can exploit their potential even in the most complicated simulation scenario, and which can simulate at extreme effective resolutions due to the use of hierarchical model representations.
Rüdiger Westermann, born in Mai 1966, is a Professor for Computer Science at the Technical University Munich. He is head of the Chair for Computer Graphics and Visualization.
He received his Diploma in Computer Science from the Techncal University Darmstadt in 1991 and his Doctoral degree "with highest honours" from the University of Dortmund in 1996. From 1992 to 1997 he was a member of the research staff at the German National Institute for Mathematics and Computer Science in St. Augustin, Bonn, where he worked together with Wolfgang Krüger on parallel graphics algorithms. In 1998, he joined the Computer Graphics Group at the University of Erlangen-Nuremberg as a research scientist. Before he became an Assistant Professor in the Visualization Group at the University of Stuttgart in 1999 he was a Research Assistant in the Mulitres Group at Caltech and a Visiting Professor with the Scientific Computing Laboratory at the University of Utah. In 2001 he was appointed by the RWTH-Aachen as an Associate Professor for Scientific Visualization in the Department of Computer Science. Since 2003, Rüdiger Westermann is Chair of the Computer Graphics and Visualization group. In 2012, he was honored an ERC Advanced Grant worth 2.3 million Euros for research in the area of uncertainty visualization.
- Computer Graphics
- Game Engine Design
- Data Visualization
- Geometric Modelling and Character Animation
- Geometric Modelling and Visualization
- Image Synthesis
- Simulation and Animation
- Discrete Structures
- Introduction to Computer Science
- Introduction to Programming
- Game Programming