Hendrik Brückler

dblp:309/6282 · DBLP profile ↗
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7ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0003-4148-2619ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-author · 7 since 2021
YearPublicationVenuePosition
2026 Volume Quantization with Flexible Singularities for Hexahedral Meshing
abstract
Abstract We present a novel algorithm for quantization and subsequent hexahedral mesh generation from seamless volumetric maps. Quantization is the process of choosing integers that represent the numbers of hexahedral elements to be placed in each region of the volume, and transforming the seamless map into an integer‐grid map matching that choice, inducing a hexahedral mesh. Previous work computes such quantizations under the restriction of a fixed predetermined singularity graph. Our novel approach allows for implicit modification and, in particular, simplification of the map's singularity structure wherever that benefits the chosen objective, such as matching target hexahedron sizes as closely as possible. It comes with two novel ingredients: A feature‐focused distortion measure guiding the quantization, and constraints ensuring map injectivity and structure preservation of geometric and topological features, both without relying on a fixed singularity structure. We demonstrate the benefit of the added flexibility offered by this approach: it allows for the generation of hexahedral meshes that more accurately match a desired resolution globally, as well as of meshes exhibiting a simpler block structure.
Hendrik Brückler, Marcel Campen
Comput. Graph. Forum1
2025 Beyond Entertainment: An Investigation of Externalization Design in Video Games
abstract
Abstract This article investigates when and how video games enable players to create externalizations in a diverse sample of 388 video games. We follow a grounded‐theory approach, extracting externalizations from video games to explore design ideas and relate them to practices in visualization. Video games often engage players in problem‐solving activities, like solving a murder mystery or optimizing a strategy, requiring players to interpret heterogeneous data—much like tasks in the visualization domain. In many cases, externalizations can help reduce a user's mental load by making tangible what otherwise only lives in their head, acting as external storage or a visual playground. Over five coding phases, we created a hierarchy of 277 tags to describe the video games in our collection, from which we extracted 169 externalizations. We characterize these externalizations along nine dimensions like mental load, visual encodings, and motivations, resulting in 13 categories divided into four clusters: quick access, storage, sensemaking, and communication. We formulate considerations to guide future work, looking at tasks and challenges, naming potentials for inspiration, and discussing which topics could advance the state of externalization.
Franziska Becker, Rene P. Warnking, Hendrik Brückler, Tanja Blascheck
Comput. Graph. Forum3
2024 Integer-Sheet-Pump Quantization for Hexahedral Meshing
abstract
Abstract Several state‐of‐the‐art algorithms for semi‐structured hexahedral meshing involve a so called quantization step to decide on the integer DoFs of the meshing problem, corresponding to the number of hexahedral elements to embed into certain regions of the domain. Existing reliable methods for quantization are based on solving a sequence of integer quadratic programs (IQP). Solving these in a timely and predictable manner with general‐purpose solvers is a challenge, even more so in the open‐source field. We present here an alternative robust and efficient quantization scheme that is instead based on solving a series of continuous linear programs (LP), for which solver availability and efficiency are not an issue. In our formulation, such LPs are used to determine where inflation or deflation of virtual hexahedral sheets are favorable. We compare our method to two implementations of the former IQP formulation (using a commercial and an open‐source MIP solver, respectively), finding that (a) the solutions found by our method are near‐optimal or optimal in most cases, (b) these solutions are found within a much more predictable time frame, and (c) the state of the art run time is outperformed, in the case of using the open‐source solver by orders of magnitude.
Hendrik Brückler, David Bommes, Marcel Campen
Comput. Graph. Forum1
2024 Bijective Volumetric Mapping via Star Decomposition
abstract
A method for the construction of bijective volumetric maps between 3D shapes is presented. Arbitrary shapes of ball-topology are supported, overcoming restrictions of previous methods to convex or star-shaped targets. In essence, the mapping problem is decomposed into a set of simpler mapping problems, each of which can be solved with previous methods for discrete star-shaped mapping problems. Addressing the key challenges in this endeavor, algorithms are described to reliably construct structurally compatible partitions of two shapes with constraints regarding star-shapedness and to compute a parsimonious common refinement of two triangulations.
Steffen Hinderink, Hendrik Brückler, Marcel Campen
ACM Trans. Graph.2
2023 Collapsing Embedded Cell Complexes for Safer Hexahedral Meshing
abstract
We present a set of operators to perform modifications, in particular collapses and splits, in volumetric cell complexes which are discretely embedded in a background mesh. Topological integrity and geometric embedding validity are carefully maintained. We apply these operators strategically to volumetric block decompositions, so-called T-meshes or base complexes, in the context of hexahedral mesh generation. This allows circumventing the expensive and unreliable global volumetric remapping step in the versatile meshing pipeline based on 3D integer-grid maps. In essence, we reduce this step to simpler local cube mapping problems, for which reliable solutions are available. As a consequence, the robustness of the mesh generation process is increased, especially when targeting coarse or block-structured hexahedral meshes. We furthermore extend this pipeline to support feature alignment constraints, and systematically respect these throughout, enabling the generation of meshes that align to points, curves, and surfaces of special interest, whether on the boundary or in the interior of the domain.
Hendrik Brückler, Marcel Campen
ACM Trans. Graph.1
2022 The 3D Motorcycle Complex for Structured Volume Decomposition
abstract
Abstract The so‐called motorcycle graph has been employed in recent years for various purposes in the context of structured and aligned block decomposition of 2D shapes and 2‐manifold surfaces. Applications are in the fields of surface parametrization, spline space construction, semi‐structured quad mesh generation, or geometry data compression. We describe a generalization of this motorcycle graph concept to the three‐dimensional volumetric setting. Through careful extensions aware of topological intricacies of this higher‐dimensional setting, we are able to guarantee important block decomposition properties also in this case. We describe algorithms for the construction of this 3D motorcycle complex on the basis of either hexahedral meshes or seamless volumetric parametrizations. Its utility is illustrated on examples in hexahedral mesh generation and volumetric T‐spline construction.
Hendrik Brückler, Ojaswi Gupta, Manish Mandad, Marcel Campen
Comput. Graph. Forum1
2022 Volume parametrization quantization for hexahedral meshing
abstract
Developments in the field of parametrization-based quad mesh generation on surfaces have been impactful over the past decade. In this context, an important advance has been the replacement of error-prone rounding in the generation of integer-grid maps, by robust quantization methods. In parallel, parametrization-based hex mesh generation for volumes has been advanced. In this volumetric context, however, the state-of-the-art still relies on fragile rounding, not rarely producing defective meshes, especially when targeting a coarse mesh resolution. We present a method to robustly quantize volume parametrizations, i.e., to determine guaranteed valid choices of integers for 3D integer-grid maps. Inspired by the 2D case, we base our construction on a non-conforming cell decomposition of the volume, a 3D analogue of a T-mesh. In particular, we leverage the motorcycle complex, a recent generalization of the motorcycle graph, for this purpose. Integer values are expressed in a differential manner on the edges of this complex, enabling the efficient formulation of the conditions required to strictly prevent forcing the map into degeneration. Applying our method in the context of hexahedral meshing, we demonstrate that hexahedral meshes can be generated with significantly improved flexibility.
Hendrik Brückler, David Bommes, Marcel Campen
ACM Trans. Graph.1