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Cedric Martens

dblp:351/1759 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0005-6866-8159ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › computational geometry
generalized winding number
1.012026
The Antipodal Method: Fast, Accurate, and Robust 3D Generalized Winding Numbers · ACM Trans. Graph. 2026
Geometric modeling and processing › surface reconstruction
shape reconstruction
0.712023
Reconstruction of Machine-Made Shapes from Bitmap Sketches · ACM Trans. Graph. 2023
Geometric modeling and processing › surface fitting
primitive fitting
0.212023
Reconstruction of Machine-Made Shapes from Bitmap Sketches · ACM Trans. Graph. 2023

Methods — techniques the papers use, named apart from their topics

spherical projection · 1.0boundary integral · 1.0GPU parallelization · 1.0optimization · 0.7neural network · 0.7
YearPublicationVenuePosition
2026 The Antipodal Method: Fast, Accurate, and Robust 3D Generalized Winding Numbers
abstract
Generalized 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.1
2025 One-Shot Method for Computing Generalized Winding Numbers
abstract
Abstract The generalized winding number is an essential part of the geometry processing toolkit, allowing to quantify how much a given point is inside a surface, even when the surface has boundaries and noise. We propose a new universal method to compute a generalized winding number, based only on the surface boundary and the intersections of a single ray with the surface, supporting any oriented surface representations that support a ray intersection query. Due to the focus on the boundary, our algorithm has a unique set of properties. For 2D parametric curves, on a regular grid of query points, our method is up to 4× faster than the current state of the art, maintaining the same precision. In 3D, our method can compute a winding number of a surface without discretizing it, including parametric surfaces. For some meshes with many triangles and a simple boundary, our method is faster than the hierarchical evaluation of the generalized winding number while still being precise. Similarly, on some parametric surfaces with a simple boundary, our method can be faster than adaptive quadrature. We validate our algorithms theoretically, numerically, and by demonstrating a gallery of results on a variety of parametric surfaces and meshes, as well uses in a variety of applications, including voxelizations and boolean operations.
Cedric Martens, Mikhail Bessmeltsev
Comput. Graph. Forum1
2024 Reasoning About Study Regulations in Answer Set Programming
abstract
Abstract We are interested in automating reasoning with and about study regulations, catering to various stakeholders, ranging from administrators, over faculty, to students at different stages. Our work builds on an extensive analysis of various study programs at the University of Potsdam. The conceptualization of the underlying principles provides us with a formal account of study regulations. In particular, the formalization reveals the properties of admissible study plans. With these at end, we propose an encoding of study regulations in Answer Set Programming that produces corresponding study plans. Finally, we show how this approach can be extended to a generic user interface for exploring study plans.
Susana Hahn, Torsten Schaub, Cedric Martens, Amadé Nemes, Henry Otunuya, Javier Romero 0003, Sebastian Schellhorn
Theory Pract. Log. Program.3
2023 Reconstruction of Machine-Made Shapes from Bitmap Sketches
abstract
We propose a method of reconstructing 3D machine-made shapes from bitmap sketches by separating an input image into individual patches and jointly optimizing their geometry. We rely on two main observations: (1) human observers interpret sketches of man-made shapes as a collection of simple geometric primitives, and (2) sketch strokes often indicate occlusion contours or sharp ridges between those primitives. Using these main observations we design a system that takes a single bitmap image of a shape, estimates image depth and segmentation into primitives with neural networks, then fits primitives to the predicted depth while determining occlusion contours and aligning intersections with the input drawing via optimization. Unlike previous work, our approach does not require additional input, annotation, or templates, and does not require retraining for a new category of man-made shapes. Our method produces triangular meshes that display sharp geometric features and are suitable for downstream applications, such as editing, rendering, and shading.
Ivan Puhachov, Cedric Martens, Paul G. Kry, Mikhail Bessmeltsev
ACM Trans. Graph.2