1. Interactive Boundary Computations of Boolean Combinations of Sculptured Solids

rendering / ray tracing - placement of objects - avoiding collsions with other objects.

composition of objects - intersection, curve between objects - curve with topological info - raytracing

2. OBB Tree: A Hierarchial Structure for Rapid Interference Detection

small boxes where moving parts are - rejection set - movement thru bounding boxes - moving objects intersecting

3. Real-Time Rendering of Massive Models

massive = 500k elements

real-time = 20fps

simplification - not rendering objects that viewer can't see

- not rendering polygons that won't be seen from a certain viewpoint

simplification envelopes - every point

classify polygons according to where they intersect

hierarchal backface culling - algorithms to determine what's visible/important & only render that - simplify everything else.

texture based simplification - textrue replaces some geometry

radiosity as textures - reducing # of triangles.

4. SoCG 96

a. Radiosity in Flatland Made Visibly Simple

indoor scenes reflect light from all surfaces... computing how light reflects from one object onto another is time consuming

b. Four Polytopes and a Funeral

determining shape of shadow of 3-D objects... projecting shapes through different dimensions.

c. On Computing Edges that are all in Minimum Triangulations

minimizing total edge length... determining which edges are certain.

d. A Package For Triangulation

four algorithms - minimum weight triangulation.

markov chain and random generation.. conserving memory by only keeping what's in memory... enumeration of triangulations.

e. Testing Control Systems through Impulse-Based Simulation

contact between object behavior in nature rather than by user definition

closest features algorithm - track closest edges and vertices between objects - determine distance between objects to see if there's a collision.

maintain the set of visible segments from the viewpoint.

using triangulation to see if all the segments are visible from the viewpoint.

f. Collision Detection on Fly-Throughs

determining how objects knock into other objects.

parametric surfaces - twisting surfaces to get desired shapes.

5. 11th Annual Symposium 1995

a. Interactive Mechanism Analysis and Design

shape and motion interaction

manipulation of configuration spaces

part motions - contact constants

contact curves

shape and size considerations - angle of space between objects

b. Using Configuration Spaces

magnetic resonance images (human pelvis)

contour line drawing through triangulation

connecting triangles from 2 2D drawings to create 3D object

c. 3D Modeling Using Delaway Triangulation

voronoi cone

calculates distance between objects w/overlaps for triangulation

concavity features

d. Incremental Collision Detection for Polygonal Models

decompose surface objects - small number of simple shapes

decompose only surface

breadth first search

flood and retract

e. Convex Surface Decomposition

distance through origin

real space

dual space

vertices and edges - graphs

visibility graph

f. Visibility Complex Made Visibly Simple

6. SoCG '97

a. Bisector Surface of Freeform Rational Space Curves

point - curve

planar surface - curve

bisector surfaces

b. 3D Visibility Made Visibly Simple - Intro to Visibility Skeleton

vertex to polygon views

topological changes of visibility

connecting vertex to edges

edge alignment

lines drawn from points through shapes

c. Application of an Effective Geometrical Clustering Method to a Color Quantization Problem

geometric clustering problem

2 clustering algorithm

clustering technique

computer samples - then original

voronoi partition

k-clustering

image of color space

local improvement w/ fixed view

d. Animating the Offset Polygon Distance Function

placement of polygons w/respect to a set of points

voronoi diagram

offset polygon - shrinking edges disappear - centroid

e. Triangulation-Based Object Reconstruction Methods

point sampling - 3D shapes

dense triangle mesh - mesh simplification

loose mesh - a patch fitting - c' smooth model

f. Approximating Weighted Shortest Points on Polyhedral Surfaces

polyhedral terrian - finding shortest path thru terrian

* * finding shortest path through weighted terrain

euclidean polyhedra weighted in the plane

convex/non convex polyhedra -

fixed scheme

lowest points - approx. path

stiener points