Carsten Haubold

 
 

I am Carsten Haubold, born in Germany. I have a Bachelor of Computer Science (2010) and a Master of Visual Computing (2013) from the TU Darmstadt, and currently do my PhD at the Heidelberg Collaboratory for Image Processing, University of Heidelberg.


Fascinated by computer graphics as a child I began to learn how to program OpenGL even before I enrolled for a Bachelor of Computer Science. My research has then grown from real-time rendering to offline light transport simulations, especially bidirectional path tracing which has been part of my Bachelor thesis and was still important in my Master thesis topic. Following my interest in rendering, photography, computer vision I worked in a department focusing on stereo reconstruction, and also on an iPhone camera and image processing app. After graduating in 2013, I wanted to work on more interdisciplinary scientific topics, and am glad to have found such a PhD position in Heidelberg. There I am involved in developing software for developmental biologists who want to examine terabytes of time series of 3D microscopy images, which enables new insights on the biological sides, and poses new challenges for current algorithms in image processing and optimization.


After receiving my B.Sc. of Computer Science from the TU Darmstadt in 2010 I directly began with my M.Sc. in Visual Computing, during which I spent two semesters at the QUT Brisbane, Australia. I worked in several positions using my firm knowledge of rendering and OpenGL, even leading to a SIGGRAPH paper in 2010. My other research in studies and as research assistant focused on simulating light transport using NVIDIA's CUDA on a cluster. I finished my Master degree with honors writing a thesis about "Out-of-core bidirectional path tracing on a multi-GPU System".

 
About Me

About Me

Publications

Publications

Graphics Programmer - Cocologics, Mannheim, Germany (Oct 2010-Nov 2013)

  1. BulletRealization of an OpenGL image processing pipeline for iOS devices, exploiting the GPU. Published in the iPhone app ProCamera: www.procamera-app.com

  2. BulletResearch project to perform real multi-exposure HDR photography on the iPhone.


Instructor - Big Nerd Ranch Europe (April 2009, March 2010, Feb 2012)

  1. BulletTaught OpenGL to Mac OSX and iOS developers three times in Eltville, Germany in a one-week boot camp, together with Prof. Jay Martin Anderson.


Consultant - Deutsche Telekom (Nov-Dec 2010)

  1. BulletSupported the R&D team with the development of a bookshelf visualization in OpenGL on iOS and Android


Technical Editor - Course PTR (Fall 2008)

  1. BulletSupervised technical soundness of the book "Beginning OpenGL Game Programming Second Edition" by Luke Benstead, also helped to develop and test the sample applications.


Intern - Google Summer of Code 2008 (April-July 2008)

  1. BulletImplemented NURBS modeling tools for K-3D, supervised by Brad Larsson.


Moderator - Gamedev.net's NeHe Forums (since 2006)

  1. BulletActive member of the NeHe OpenGL Forums, published several iOS tutorials on NeHe


Work Experience

Work Experience

  1. BulletM.Sc. Visual Computing, TU Darmstadt, Oct 2010 - Apr 2013, graduated with Honors

    1. BulletModules included: Computer Graphics, Computer Vision, Digital Image Processing, Capturing Reality, Programming Massively Parallel Processors, Machine Learning

    2. Bulletstudied two semesters (Feb - Nov 2011) at QUT Brisbane, Australia

  2. BulletB.Sc. in Computer Science, TU Darmstadt, Oct 2007-Oct 2010

Education

Education

PhD at the HCI, University of Heidelberg - since Dec 2013


After being granted a stipend from the Heidelberg Graduate School of Mathematical and Computational Methods for the Sciences in October 2013, I began my PhD under Prof. Fred Hamprecht in December 2013. There I am working on improving cell tracking, and trying to make it tractable on even larger data sets without requiring enormous amounts of RAM.


Research assistant, TU Darmstadt - March 2009 - August 2013


I have been working as a research assistant to Prof. Dr.-Ing. Michael Goesele in the Interactive Graphics Systems Group at TU Darmstadt from March 2009 until August 2013, only interrupted by my two semesters in Australia. His group focuses on capturing reality by building 3D reconstructions through multi-view stereo, as well as GPGPU programming.


Some of the projects I have been involved with are:

  1. BulletDeveloping a framework for automatic distribution of NVIDIA CUDA jobs to a cluster and desktop grid. Submission "Dynamic load balancing and fair scheduling for GPU clusters" is in preparation.

  2. BulletLunar Camera Calibration: fitting a moon-phase model to the visible moon in a photo. Trying to absolutely calibrate the camera intensity response.

  3. BulletImplementation of a renderer to display view transitions of our multi-view stereo 3D reconstructions. Published in "Ambient Point Clouds for View Interpolation", SIGGRAPH 2010

Research Experience

Research Experience

In my spare time I have developed several tutorials on rendering, and created a math library as a drop-in replacement for OpenGL's matrix stack that was removed in version OpenGL 3.0.

  1. BulletNeHe OpenGL tutorials

  2. BulletKazmath math library

Projects

Projects

  1. Bullet"Dynamic load balancing and fair scheduling for GPU clusters", Sven Widmer, Dominik Wodniok, Carsten Haubold, Michael Goesele. In preparation.

  2. Bullet"Ambient Point Clouds for View Interpolation", Michael Goesele, Jens Ackermann, Simon Fuhrmann, Carsten Haubold, Ronnny Klovsky, Drew Steedly, Richard Szeliski. ACM SIGGRAPH 2010

  3. BulletBachelor Thesis: "Path-Tracing on a Heterogeneous Multi-GPU Cluster", 2010. Available on request

  4. BulletMaster's Thesis: "Out-of-core bidirectional path tracing on a multi-GPU System", 2013. Available on request