VLDB 2026 Research / reviewers in the wild / expert
Philip Trettner
dblp:270/7799
· DBLP profile ↗
7ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0003-3706-2259ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Antipodal Method: Fast, Accurate, and Robust 3D Generalized Winding NumbersabstractGeneralized winding numbers provide a robust measure of point insidedness for 3D surfaces—whether open, self-intersecting, or non-manifold—and are central to numerous geometry processing tasks. However, existing methods trade off between accuracy and computational efficiency, limiting their use in interactive and large-scale applications. We introduce a new formulation and algorithm for computing generalized winding numbers that is both fast and accurate to arbitrary precision, applicable to meshes and parametric surfaces. Our approach expresses the winding number as the sum of two intuitive geometric quantities: the signed number of ray-surface intersections and a boundary integral over the surface's projection onto the unit sphere. This insight leads to an efficient discretization that avoids expensive surface integrals and spherical arrangements. For meshes, our method achieves average speedups of 22X on a CPU compared to the fastest precise methods and 3X compared to the fastest approximation method, while maintaining full precision. On a GPU, for moderately complex meshes we reach a throughput of 10 9 queries per second, or 4 K generalized winding number slices at 120 FPS (13X faster than a naïve GPU method). For parametric surfaces, our method is on average 5.6X faster than the state-of-the-art method, with the same precision. Our method naturally handles complex topologies and non-manifold inputs. We extensively validate its accuracy, robustness, and time performance. Our code is available at https://github.com/MartensCedric/antipodal. Cedric Martens, Philip Trettner, Mikhail Bessmeltsev |
ACM Trans. Graph. | 2 |
| 2025 | Exact and Efficient Mesh-Kernel GenerationabstractAbstract The mesh kernel for a star‐shaped mesh is a convex polyhedron given by the intersection of all half‐spaces defined by the faces of the input mesh. For all non‐star‐shaped meshes, the kernel is empty. We present a method to robustly and efficiently compute the kernel of an input triangle mesh by using exact plane‐based integer arithmetic to compute the mesh kernel. We make use of several ways to accelerate the computation time. Since many applications just require information if a non‐empty mesh kernel exists, we also propose a method to efficiently determine whether a kernel exists by developing an exact plane‐based linear program solver. We evaluate our method on a large dataset of triangle meshes and show that in contrast to previous methods, our approach is exact and robust while maintaining a high performance. It is on average two orders of magnitude faster than other exact state‐of‐the‐art methods and often about one order of magnitude faster than non‐exact methods. Julius Nehring-Wirxel, P. Kern, Philip Trettner, Leif Kobbelt |
Comput. Graph. Forum | 3 |
| 2022 | EMBER: exact mesh booleans via efficient & robust local arrangementsabstractBoolean operators are an essential tool in a wide range of geometry processing and CAD/CAM tasks. We present a novel method, EMBER, to compute Boolean operations on polygon meshes which is exact, reliable, and highly performant at the same time. Exactness is guaranteed by using a plane-based representation for the input meshes along with recently introduced homogeneous integer coordinates. Reliability and robustness emerge from a formulation of the algorithm via generalized winding numbers and mesh arrangements. High performance is achieved by avoiding the (pre-)construction of a global acceleration structure. Instead, our algorithm performs an adaptive recursive subdivision of the scene's bounding box while generating and tracking all required data on the fly. By leveraging a number of early-out termination criteria, we can avoid the generation and inspection of regions that do not contribute to the output. With a careful implementation and a work-stealing multi-threading architecture, we are able to compute Boolean operations between meshes with millions of triangles at interactive rates. We run an extensive evaluation on the Thingi10K dataset to demonstrate that our method outperforms state-of-the-art algorithms, even inexact ones like QuickCSG, by orders of magnitude. Philip Trettner, Julius Nehring-Wirxel, Leif Kobbelt |
ACM Trans. Graph. | 1 |
| 2021 | Fast Exact Booleans for Iterated CSG using Octree-Embedded BSPs
Julius Nehring-Wirxel, Philip Trettner, Leif Kobbelt |
Comput. Aided Des. | 2 |
| 2021 | Geodesic Distance Computation via Virtual Source PropagationabstractAbstract We present a highly practical, efficient, and versatile approach for computing approximate geodesic distances. The method is designed to operate on triangle meshes and a set of point sources on the surface. We also show extensions for all kinds of geometric input including inconsistent triangle soups and point clouds, as well as other source types, such as lines. The algorithm is based on the propagation of virtual sources and hence easy to implement. We extensively evaluate our method on about 10000 meshes taken from the Thingi10k and the Tet Meshing in the Wild data sets. Our approach clearly outperforms previous approximate methods in terms of runtime efficiency and accuracy. Through careful implementation and cache optimization, we achieve runtimes comparable to other elementary mesh operations (e.g. smoothing, curvature estimation) such that geodesic distances become a “first‐class citizen” in the toolbox of geometric operations. Our method can be parallelized and we observe up to 6× speed‐up on the CPU and 20× on the GPU. We present a number of mesh processing tasks easily implemented on the basis of fast geodesic distances. The source code of our method is provided as a C++ library under the MIT license. Philip Trettner, David Bommes, Leif Kobbelt |
Comput. Graph. Forum | 1 |
| 2021 | Sampling from Quadric-Based CSG SurfacesabstractAbstract We present an efficient method to create samples directly on surfaces defined by constructive solid geometry (CSG) trees or graphs. The generated samples can be used for visualization or as an approximation to the actual surface with strong guarantees. We chose to use quadric surfaces as CSG primitives as they can model classical primitives such as planes, cubes, spheres, cylinders, and ellipsoids, but also certain saddle surfaces. More importantly, they are closed under affine transformations, a desirable property for a modeling system. We also propose a rendering method that performs local quadric ray‐tracing and clipping to achieve pixel‐perfect accuracy and hole‐free rendering. Philip Trettner, Leif Kobbelt |
Comput. Graph. Forum | 1 |
| 2020 | Fast and Robust QEF Minimization using Probabilistic QuadricsabstractAbstract Error quadrics are a fundamental and powerful building block in many geometry processing algorithms. However, finding the minimizer of a given quadric is in many cases not robust and requires a singular value decomposition or some ad‐hoc regularization. While classical error quadrics measure the squared deviation from a set of ground truth planes or polygons, we treat the input data as genuinely uncertain information and embed error quadrics in a probabilistic setting (“probabilistic quadrics”) where the optimal point minimizes theexpectedsquared error. We derive closed form solutions for the popular plane and triangle quadrics subject to (spatially varying, anisotropic) Gaussian noise. Probabilistic quadrics can be minimized robustly by solving a simple linear system— 50×faster than SVD. We show that probabilistic quadrics have superior properties in tasks like decimation and isosurface extraction since they favor more uniform triangulations and are more tolerant to noise while still maintaining feature sensitivity. A broad spectrum of applications can directly benefit from our new quadrics as a drop‐in replacement which we demonstrate with mesh smoothing via filtered quadrics and non‐linear subdivision surfaces. Philip Trettner, Leif Kobbelt |
Comput. Graph. Forum | 1 |