VLDB 2026 Research / reviewers in the wild / expert
Dennis R. Bukenberger
dblp:157/8650
· DBLP profile ↗
9ranked-venue papers
7as first author
7since 2021 · last 2025
0000-0002-0659-7181ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 7 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Stress-Aligned Hexahedral Lattice StructuresabstractAbstract Maintaining the maximum stiffness of components with as little material as possible is an overarching objective in computational design and engineering. It is well‐established that in stiffness‐optimal designs, material is aligned with orthogonal principal stress directions. In the limit of material volume, this alignment forms micro‐structures resembling quads or hexahedra. Achieving a globally consistent layout of such orthogonal micro‐structures presents a significant challenge, particularly in three‐dimensional settings. In this paper, we propose a novel geometric algorithm for compiling stress‐aligned hexahedral lattice structures. Our method involves deforming an input mesh under load to align the resulting stress field along an orthogonal basis. The deformed object is filled with a hexahedral grid, and the deformation is reverted to recover the original shape. The resulting stress‐aligned mesh is used as basis for a final hollowing procedure, generating a volume‐reduced stiff infill composed of hexahedral micro‐structures. We perform quantitative comparisons with structural optimization and hexahedral meshing approaches and demonstrate the superior mechanical performance of our designs with finite element simulation experiments. Dennis R. Bukenberger, Junpeng Wang 0003, Jun Wu 0005, Rüdiger Westermann |
Comput. Graph. Forum | 1 |
| 2025 | SGLDBench: A Benchmark Suite for Stress-Guided Lightweight 3D DesignsabstractWe introduce the Stress-Guided Lightweight Design Benchmark (SGLDBench), a comprehensive benchmark suite for applying and evaluating material layout strategies to generate stiff, lightweight designs in 3D domains. SGLDBench provides a seamlessly integrated simulation and analysis framework, including six reference strategies and a scalable multigrid elasticity solver to efficiently execute these strategies and validate the stiffness of their results. This facilitates the systematic analysis and comparison of design strategies based on the mechanical properties they achieve. SGLDBench enables the evaluation of diverse load conditions and, through the tight integration of the solver, supports high-resolution designs and stiffness analysis. Additionally, SGLDBench emphasizes visual analysis to explore the relationship between the geometric structure of a design and the distribution of stresses, offering insights into the specific properties and behaviors of different design strategies. SGLDBench's specific features are highlighted through several experiments, comparing the results of reference strategies with respect to geometric and mechanical properties. Junpeng Wang 0003, Dennis R. Bukenberger, Simon Niedermayr, Christoph Neuhauser, Jun Wu 0005, Rüdiger Westermann |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Polygon Laplacian Made RobustabstractAbstract Discrete Laplacians are the basis for various tasks in geometry processing. While the most desirable properties of the discretization invariably lead to the so‐called cotangent Laplacian fortrianglemeshes, applying the same principles topolygonLaplacians leaves degrees of freedom in their construction. From linear finite elements it is well‐known how the shape of triangles affects both the error and the operator's condition. We notice that shape quality can be encapsulated as the trace of the Laplacian and suggest that trace minimization is a helpful tool to improve numerical behavior. We apply this observation to the polygon Laplacian constructed from a virtual triangulation [BHKB20] to derive optimal parameters per polygon. Moreover, we devise a smoothing approach for the vertices of a polygon mesh to minimize the trace. We analyze the properties of the optimized discrete operators and show their superiority over generic parameter selection in theory and through various experiments. Astrid Bunge, Dennis R. Bukenberger, Sven Dominik Wagner, Marc Alexa, Mario Botsch |
Comput. Graph. Forum | 2 |
| 2022 | Constructing L∞ Voronoi Diagrams in 2D and 3DabstractAbstract Voronoi diagrams and their computation are well known in the Euclidean L2 space. They are easy to sample and render in generalized Lp spaces but nontrivial to construct geometrically. Especially the limit of this norm with p → ∞ lends itself to many quad‐ and hex‐meshing related applications as the level‐set in this space is a hypercube. Many application scenarios circumvent the actual computation of L∞ diagrams altogether as known concepts for these diagrams are limited to 2D, uniformly weighted and axis‐aligned sites. Our novel algorithm allows for the construction of generalized L∞ Voronoi diagrams. Although parts of the developed concept theoretically extend to higher dimensions it is herein presented and evaluated for the 2D and 3D case. It further supports individually oriented sites and allows for generating weighted diagrams with anisotropic weight vectors for individual sites. The algorithm is designed around individual sites, and initializes their cells with a simple meshed representation of a site's level‐set. Hyperplanes between adjacent cells cut the initialization geometry into convex polyhedra. Non‐cell geometry is filtered out based on the L∞ Voronoi criterion, leaving only the non‐convex cell geometry. Eventually we conclude with discussions on the algorithms complexity, numerical precision and analyze the applicability of our generalized L∞ diagrams for the construction of Centroidal Voronoi Tessellations (CVT) using Lloyd's algorithm. Dennis R. Bukenberger, Kevin Buchin, Mario Botsch |
Comput. Graph. Forum | 1 |
| 2022 | At-Most-Hexa MeshesabstractAbstract Volumetric polyhedral meshes are required in many applications, especially for solving partial differential equations on finite element simulations. Still, their construction bears several additional challenges compared to boundary‐based representations. Tetrahedral meshes and (pure) hex‐meshes are two popular formats in scenarios like CAD applications, offering opposite advantages and disadvantages. Hex‐meshes are more intricate to construct due to the global structure of the meshing, but feature much better regularity, alignment, are more expressive, and offer the same simulation accuracy with fewer elements. Hex‐dominant meshes, where most but not all cell elements have a hexahedral structure, constitute an attractive compromise, potentially unlocking benefits from both structures, but their generality makes their employment in downstream applications difficult. In this work, we introduce a strict subset of general hex‐dominant meshes, which we term ‘at‐most‐hexa meshes’, in which most cells are still hexahedral, but no cell has more than six boundary faces, and no face has more than four sides. We exemplify the ease of construction of at‐most‐hexa meshes by proposing a frugal and straightforward method to generate high‐quality meshes of this kind, starting directly from hulls or point clouds, for example, from a 3D scan. In contrast to existing methods for (pure) hexahedral meshing, ours does not require an intermediate parameterization of other costly pre‐computations and can start directly from surfaces or samples. We leverage a Lloyd relaxation process to exploit the synergistic effects of aligning an orientation field in a modified 3D Voronoi diagram using the norm for cubical cells. The extracted geometry incorporates regularity as well as feature alignment, following sharp edges and curved boundary surfaces. We introduce specialized operations on the three‐dimensional graph structure to enforce consistency during the relaxation. The resulting algorithm allows for an efficient evaluation with parallel algorithms on GPU hardware and completes even large reconstructions within minutes. Dennis R. Bukenberger, Marco Tarini, Hendrik P. A. Lensch |
Comput. Graph. Forum | 1 |
| 2021 | Tetrahedra of varying density and their applicationsabstractAbstract We propose concepts to utilize basic mathematical principles for computing the exact mass properties of objects with varying densities. For objects given as 3D triangle meshes, the method is analytically accurate and at the same time faster than any established approximation method. Our concept is based on tetrahedra as underlying primitives, which allows for the object’s actual mesh surface to be incorporated in the computation. The density within a tetrahedron is allowed to vary linearly, i.e., arbitrary density fields can be approximated by specifying the density at all vertices of a tetrahedral mesh. Involved integrals are formulated in closed form and can be evaluated by simple, easily parallelized, vector-matrix multiplications. The ability to compute exact masses and centroids for objects of varying density enables novel or more exact solutions to several interesting problems: besides the accurate analysis of objects under given density fields, this includes the synthesis of parameterized density functions for the make-it-stand challenge or manufacturing of objects with controlled rotational inertia. In addition, based on the tetrahedralization of Voronoi cells we introduce a precise method to solve $$L_{2|\infty }$$ L2|∞ Lloyd relaxations by exact integration of the Chebyshev norm. In the context of additive manufacturing research, objects of varying density are a prominent topic. However, current state-of-the-art algorithms are still based on voxelizations, which produce rather crude approximations of masses and mass centers of 3D objects. Many existing frameworks will benefit by replacing approximations with fast and exact calculations. Graphic abstract Dennis R. Bukenberger, Hendrik P. A. Lensch |
Vis. Comput. | 1 |
| 2021 | Be water my friend: mesh assimilationabstractAbstract Inspired by the ability of water to assimilate any shape, if being poured into it, regardless if flat, round, sharp, or pointy, we present a novel, high-quality meshing method. Our algorithm creates a triangulated mesh, which automatically refines where necessary and accurately aligns to any target, given as mesh, point cloud, or volumetric function. Our core optimization iterates over steps for mesh uniformity, point cloud projection, and mesh topology corrections, always guaranteeing mesh integrity and $$\epsilon $$ ϵ -close surface reconstructions. In contrast with similar approaches, our simple algorithm operates on an individual vertex basis. This allows for automated and seamless transitions between the optimization phases for rough shape approximation and fine detail reconstruction. Therefore, our proposed algorithm equals established techniques in terms of accuracy and robustness but supersedes them in terms of simplicity and better feature reconstruction, all controlled by a single parameter, the intended edge length. Due to the overall increased versatility of input scenarios and robustness of the assimilation, our technique furthermore generalizes multiple established approaches such as ballooning or shrink wrapping. Dennis R. Bukenberger, Hendrik P. A. Lensch |
Vis. Comput. | 1 |
| 2018 | Hierarchical Quad Meshing of 3D Scanned SurfacesabstractAbstract In this paper we present a novel method to reconstruct watertight quad meshes on scanned 3D geometry. There exist many different approaches to acquire 3D information from real world objects and sceneries. Resulting point clouds depict scanned surfaces as sparse sets of positional information. A common downside is the lack of normals, connectivity or topological adjacency data which makes it difficult to actually recover a meaningful surface. The concept described in this paper is designed to reconstruct a surface mesh despite all this missing information. Even when facing varying sample density, our algorithm is still guaranteed to produce watertight manifold meshes featuring quad faces only. The topology can be set‐up to follow superimposed regular structures or align naturally to the point cloud's shape. Our proposed approach is based on an initial divide and conquer subsampling procedure: Surface samples are clustered in meaningful neighborhoods as leafs of a kd‐tree. A representative sample of the surface neighborhood is determined for each leaf using a spherical surface approximation. The hierarchical structure of the binary tree is utilized to construct a basic set of loose tiles and to interconnect them. As a final step, missing parts of the now coherent tile structure are filled up with an incremental algorithm for locally optimal gap closure. Disfigured or concave faces in the resulting mesh can be removed with a constrained smoothing operator. Dennis R. Bukenberger, Hendrik P. A. Lensch |
Comput. Graph. Forum | 1 |
| 2018 | Stereo-Consistent Contours in Object SpaceabstractAbstract Notebook scribbles, art or technical illustrations—line drawings are a simplistic method to visually communicate information. Automated line drawings often originate from virtual 3D models, but one cannot trivially experience their three‐dimensionality. This paper introduces a novel concept to produce stereo‐consistent line drawings of virtual 3D objects. Some contour lines do not only depend on an objects geometry, but also on the position of the observer. To accomplish consistency between multiple view positions, our approach exploits geometrical characteristics of 3D surfaces in object space. Established techniques for stereo‐consistent line drawings operate on rendered pixel images. In contrast, our pipeline operates in object space using vector geometry, which yields many advantages: The position of the final viewpoint(s) is flexible within a certain window even after the contour generation, e.g. a stereoscopic image pair is only one possible application. Such windows can be concatenated to simulate contours observed from an arbitrary camera path. Various types of popular contour generators can be handled equivalently, occlusions are natively supported and stylization based on geometry characteristics is also easily possible. Dennis R. Bukenberger, Katharina Schwarz, Hendrik P. A. Lensch |
Comput. Graph. Forum | 1 |