**Interactive Boundary Computetion of Boolean Combinations of Sculptured Solids**

Studies the model of a Bradley vehicle on an SGI, the problem of avoiding colisions.

Interactive design, real time very important ( used in CAD applications).

3D problem. Key words: boolean operations, boundary representations.**OBB-Tree**

Deals with the possibility of obtaining smooth models. There were different

models shown, for example the engine-piston one. All are on SGI.

Key words: rejection set, colision query ( lots of rectangles there!:)

3D problem, performance and complexity very important as the alghorithm was

supposed to run in real time.**walkthrough 96, Real Time Rendering of Massive Models**Definition of massive models (> 500 pieces), the problem is the time consumed

to render them. Solution: rendering only the noticeable parts ( in view) and

constructing smaller models.

3D problem.

Key words: the problem of Portals and Mirors, Dynamic Texture-Based Simplification,

Radiosity, Envelope Surfaces (simplifies the algorithm about 2-3 times, preserving

the quality), triangles.**The 5th Annual Video Review of Computational Geometry**The (approximative) titles would be:- Radiosity in Flat Land Made Visibly Simple
- Enumerating: Delaunay Flip
- Reverse Search
- Enumeration of Regular Triangles
- Four Polytops and a Funeral (for me)
- A Package: Triangulations
- Impulse-Based Simulation

- Radiosity, reflection, used for constant illumination, rendering immages.

Key-words: duality transform, visibility complex, the form factor, meshing, umbra,

penumbra. 3D problem. - Testing central systems through direct simulations of impulses.

Colision symulation, 3D problem. Key -words: Culling checks, spatial partition, multibodyes, convex hulls, rotation

diagram, placement poligon, power of coherence, parametric surfaces.

View problem, colision detection. Uses Delaunay triangulations. - Polytops, a 3D versus 2D problem, define and deform a polytop.

Contains minimum weight edges problem -> minimum weight triangulations.

Problems with the complexity of the algorithm. - Triangulations, min weight (total length of edges), Markov chain and random

generation. Uses the adjacency graph.

Two tapes:

**The 4th Annual Video Review of Computational Geometry**- Hip Air

3D problem, studies the motion in mechanism.

Key -words: contact ( constrains moving), configuration space, toleracing.

Problems: jamming, multiple mechanisms, Fuji camera. - 3D Modelling-Delaunay Triangulations

Studies the reconstruction of a bone-shape from magnetic images of its sections.

Key-words: contour, Voronoy diagrams, triangulation. 2D versus 3D ( through projections). - Incremental Collision Detection for Polygonal Models

Polytops, convex-non convex objects.

Colision problem, tori simulated motion.

Key-words: Depth First Search, Voronoy diagram. - Convex Surface Decomposition

The problem of boundary selection and decomposing of boundaries of real-life

objects. 3D problem. Key-words: convex hall, Breath First Search, minimal surface decomposition. - Visibility Complex, not enough time:), lots of projection in 2D.
- Animation of Euclid Proposition

- Hip Air
**The 6th Annual Video Review of Computational Geometry**- The Bisector Surface of Freeform

Bisector plans.

Key-words: rational space curves, planar versus 3D curves, B&ecute;zier curves.

Nice images.

- The Bisector Surface of Freeform

An introduction to the Visibility Skeleton, umbra, penumbra, graphs associated

the visibility problem.

The room model. Key-words: light source, visibility, umbra, penumbra.

Key-words:Clustering problem, minimazing the cost, K-clustering.

Aplication in photo-modifications, quality.

Distance function, robot localization, local offset objects.

Key-words: Voronoy diagram, scaled polygons versus offset polygons ( they

shrink till they become a point).

Useful for finding the Voronoy diagram.

Approx 3 steps:

- Point sampling, 3D Delaunay, A-alpha-shapes->
- dense triangle mesh, mesh simplification, base mesh->
- A-patch fitting, C one smooth mashed.

It has several advantages, but disadvantages too. - Approximating Weighted Shortest Paths on Polyhedral Surfaces

Key-words: Polyhedral terrain, weight-cost, shortest cross path.

Problem: finding paths on weighted terrains, algorithmic complexity.

Several approaches, first associate a graph to the terrain ( bad approx).

Improvement -> add steiner points to the graph, fine tuning ( unweighted),

with linear time, fine tuning ( weighted), more precise, but more complex too.

Class Home Page

My Home Page