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Planning Algorithms
, 2004
"... This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning ..."
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Cited by 1108 (51 self)
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This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning under uncertainty, sensorbased planning, visibility, decisiontheoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.
AreaPreserving Subdivision Schematization
"... Abstract. We describe an areapreserving subdivision schematization algorithm: the area of each region in the input equals the area of the corresponding region in the output. Our schematization is axisaligned, the final output is a rectilinear subdivision. We first describe how to convert a given ..."
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Cited by 3 (1 self)
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Abstract. We describe an areapreserving subdivision schematization algorithm: the area of each region in the input equals the area of the corresponding region in the output. Our schematization is axisaligned, the final output is a rectilinear subdivision. We first describe how to convert a given
Rectilinear Paths among Rectilinear Obstacles
 Discrete Applied Mathematics
, 1996
"... Given a set of obstacles and two distinguished points in the plane the problem of finding a collision free path subject to a certain optimization function is a fundamental problem that arises in many fields, such as motion planning in robotics, wire routing in VLSI and logistics in operations resear ..."
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Cited by 31 (3 self)
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research. In this survey we emphasize its applications to VLSI design and limit ourselves to the rectilinear domain in which the goal path to be computed and the underlying obstacles are all rectilinearly oriented, i.e., the segments are either horizontal or vertical. We consider different routing
Spatial Data Structures
, 1995
"... An overview is presented of the use of spatial data structures in spatial databases. The focus is on hierarchical data structures, including a number of variants of quadtrees, which sort the data with respect to the space occupied by it. Suchtechniques are known as spatial indexing methods. Hierarch ..."
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Cited by 334 (13 self)
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An overview is presented of the use of spatial data structures in spatial databases. The focus is on hierarchical data structures, including a number of variants of quadtrees, which sort the data with respect to the space occupied by it. Suchtechniques are known as spatial indexing methods. Hierarchical data structures are based on the principle of recursive decomposition. They are attractive because they are compact and depending on the nature of the data they save space as well as time and also facilitate operations such as search. Examples are given of the use of these data structures in the representation of different data types such as regions, points, rectangles, lines, and volumes.
Guillotine subdivisions approximate polygonal subdivisions: Part II  A simple polynomialtime approximation scheme for geometric kMST, TSP, and related problems
, 1996
"... this paper, thereby achieving essentially the same results that we report here, using decomposition schemes that are somewhat similar to our own. Arora's remarkable results predate this paper by several weeks, and his discovery was done independently of this work. 2 mGuillotine Subdivisions ..."
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Cited by 187 (12 self)
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this paper, thereby achieving essentially the same results that we report here, using decomposition schemes that are somewhat similar to our own. Arora's remarkable results predate this paper by several weeks, and his discovery was done independently of this work. 2 mGuillotine Subdivisions
Optimal dynamic vertical ray shooting in rectilinear planar subdivisions
"... Optimal dynamic vertical ray shooting in rectilinear planar subdivisions. In this paper we consider the dynamic vertical ray shooting problem, that is the task of maintaining a dynamic set S of n non intersecting horizontal line segments in the plane subject to a query that reports the first segment ..."
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Cited by 14 (0 self)
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Optimal dynamic vertical ray shooting in rectilinear planar subdivisions. In this paper we consider the dynamic vertical ray shooting problem, that is the task of maintaining a dynamic set S of n non intersecting horizontal line segments in the plane subject to a query that reports the first
Hierarchical Zbuffer visibility
 In Computer Graphics (SIGGRAPH ’93 Proceedings
, 1993
"... An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generated. Ray casting with spatial subdivision does well on criterion (a), but poorly on criterion (b). Traditional Zbuffer sc ..."
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Cited by 276 (1 self)
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An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generated. Ray casting with spatial subdivision does well on criterion (a), but poorly on criterion (b). Traditional Z
Optimal BSPs and Rectilinear Cartograms
 GIS
, 2006
"... A cartogram is a thematic map that visualizes statistical data about a set of regions like countries, states or provinces. The size of a region in a cartogram corresponds to a particular geographic variable, for example, population. We present an algorithm for constructing rectilinear cartograms (ea ..."
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Cited by 9 (1 self)
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A cartogram is a thematic map that visualizes statistical data about a set of regions like countries, states or provinces. The size of a region in a cartogram corresponds to a particular geographic variable, for example, population. We present an algorithm for constructing rectilinear cartograms
On Rectilinear Link Distance
 Computational Geometry: Theory and Applications
, 1989
"... Given a simple polygon P without holes all of whose edges are axisparallel, a rectilinear path in P is a path that consists of axisparallel segments only and does not cross any edge of P. The length of such a path is defined as the number of segments it consists of and the rectilinear link distanc ..."
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Given a simple polygon P without holes all of whose edges are axisparallel, a rectilinear path in P is a path that consists of axisparallel segments only and does not cross any edge of P. The length of such a path is defined as the number of segments it consists of and the rectilinear link
Geometric Compression through Topological Surgery
 ACM TRANSACTIONS ON GRAPHICS
, 1998
"... ... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each ..."
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Cited by 280 (28 self)
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... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2, 3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three times fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression
Results 1  10
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