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Computational geometry.
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The article was published on 1978-01-01 and is currently open access. It has received 366 citations till now. The article focuses on the topics: Computational geometry.read more
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Proceedings ArticleDOI
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
TL;DR: An exact and interactive collision detection system for large-scale environments, I-COLLIDE, based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models.
Journal ArticleDOI
Autonomous Helicopter Aerobatics through Apprenticeship Learning
TL;DR: These apprenticeship learning algorithms have enabled us to significantly extend the state of the art in autonomous helicopter aerobatics, including the first autonomous execution of a wide range of maneuvers, including in-place flips, in- place rolls, loops and hurricanes.
Journal ArticleDOI
Linear-time algorithms for visibility and shortest path problems inside triangulated simple polygons
Leonidas J. Guibas,John Hershberger,Daniel Leven,Micha Sharir,Micha Sharir,Robert E. Tarjan,Robert E. Tarjan +6 more
TL;DR: Given a triangulation of a simple polygonP, linear-time algorithms for solving a collection of problems concerning shortest paths and visibility withinP are presented.
Journal ArticleDOI
Hierarchic Voronoi skeletons
Robert L. Ogniewicz,Olaf Kübler +1 more
TL;DR: Robust and time-efficient skeletonization of a (planar) shape can be achieved by first regularizing the Voronoi diagram of a shape's boundary points and then by establishing a hierarchic organization of skeleton constituents.
Efficient collision detection for animation and robotics
Ming C. Lin,John Canny +1 more
TL;DR: An opportunistic global path planner algorithm which uses the incremental distance computation algorithm to trace out a one-dimensional skeleton for the purpose of robot motion planning and its performance attests their promise for real-time dynamic simulations as well as applications in a computer generated virtual environment.
References
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Journal ArticleDOI
Plane-sweep algorithms for intersecting geometric figures
TL;DR: A two plane-sweep algorithm that solves the problems above in the general case (non convexity) and when the regions of each given figure are convex, the same can be achieved in time O(n log n +s) and space O( n)
Journal ArticleDOI
A linear algorithm for computing the visibility polygon from a point
H El Gindy,David Avis +1 more
TL;DR: A linear, and thus optimal, algorithm is exhibited for solving the hidden-line problem in two dimensions, a recurrent problem in computer graphics.
A real time visible surface algorithm
TL;DR: The dissertation describes an algorithm designed for a hardware processor capable of displaying solid objects, and a FORTRAN 5 program for simulating the hardware processor.