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658
Randomized PursuitEvasion in a Polygonal Environment
, 2004
"... This paper contains two main results: First, we revisit the wellknown visibility based pursuitevasion problem and show that, in contrast to deterministic strategies, a single pursuer can locate an unpredictable evader in any simplyconnected polygonal environment using a randomized strategy. The ..."
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Cited by 90 (12 self)
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This paper contains two main results: First, we revisit the wellknown visibility based pursuitevasion problem and show that, in contrast to deterministic strategies, a single pursuer can locate an unpredictable evader in any simplyconnected polygonal environment using a randomized strategy. The evader can be arbitrarily faster than the pursuer and it may know the position of the pursuer at all times but it does not have prior knowledge of the random decisions made by the pursuer. Second, using the randomized algorithm together with the solution to a problem called the "lion and man problem" [2] as subroutines, we present a strategy for two pursuers (one of which is at least as fast as the evader) to quickly capture an evader in a simplyconnected polygonal environment. We show how this strategy can be extended to obtain a strategy for (i) a polygonal room with a door, (ii) two pursuers who have only lineofsight communication, and (iii) a single pursuer (at the expense of increased capture time).
ViewDependent displacement mapping
 In: Proc. of the SIGGRAPH 2003
, 2003
"... ment mapping, and (d) viewdependent displacement mapping with selfshadowing. Significant visual effects arise from surface mesostructure, such as finescale shadowing, occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a technique called viewdependent displace ..."
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Cited by 87 (3 self)
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ment mapping, and (d) viewdependent displacement mapping with selfshadowing. Significant visual effects arise from surface mesostructure, such as finescale shadowing, occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a technique called viewdependent displacement mapping (VDM) that models surface displacements along the viewing direction. Unlike traditional displacement mapping, VDM allows for efficient rendering of selfshadows, occlusions and silhouettes without increasing the complexity of the underlying surface mesh. VDM is based on perpixel processing, and with hardware acceleration it can render mesostructure with rich visual appearance in real time.
Optimal OutputSensitive Convex Hull Algorithms in Two and Three Dimensions
, 1996
"... We present simple outputsensitive algorithms that construct the convex hull of a set of n points in two or three dimensions in worstcase optimal O(n log h) time and O(n) space, where h denotes the number of vertices of the convex hull. ..."
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Cited by 78 (7 self)
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We present simple outputsensitive algorithms that construct the convex hull of a set of n points in two or three dimensions in worstcase optimal O(n log h) time and O(n) space, where h denotes the number of vertices of the convex hull.
OutputSensitive Results on Convex Hulls, Extreme Points, and Related Problems
, 1996
"... . We use known data structures for rayshooting and linearprogramming queries to derive new outputsensitive results on convex hulls, extreme points, and related problems. We show that the f face convex hull of an npoint set P in a fixed dimension d # 2 can be constructed in O(n log f + (nf) ..."
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Cited by 75 (13 self)
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. We use known data structures for rayshooting and linearprogramming queries to derive new outputsensitive results on convex hulls, extreme points, and related problems. We show that the f face convex hull of an npoint set P in a fixed dimension d # 2 can be constructed in O(n log f + (nf) 11/(#d/2#+1) log O(1) n) time; this is optimal if f = O(n 1/#d/2# / log K n) for some sufficiently large constant K . We also show that the h extreme points of P can be computed in O(n log O(1) h + (nh) 11/(#d/2#+1) log O(1) n) time. These results are then applied to produce an algorithm that computes the vertices of all the convex layers of P in O(n 2# ) time for any constant #<2/(#d/2# 2 + 1). Finally, we obtain improved time bounds for other problems including levels in arrangements and linear programming with few violated constraints. In all of our algorithms the input is assumed to be in general position. 1. Introduction Let P be a set of n points in ddimen...
Voronoi Diagram and Convex Hull Based Geocasting and Routing in Wireless Networks
, 1999
"... A broad variety of location dependent services will become feasible in the near future due to the use of the Global Position System (GPS), which provides location information (latitude, longitude and possibly height) and global timing to mobile users. Routing is a problem of sending a message from a ..."
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Cited by 73 (12 self)
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A broad variety of location dependent services will become feasible in the near future due to the use of the Global Position System (GPS), which provides location information (latitude, longitude and possibly height) and global timing to mobile users. Routing is a problem of sending a message from a source to a destination. Geocasting is the problem of sending a message to all nodes located within a region (e.g. circle or square). Recently, several localized GPS based routing and geocasting protocols for a mobile ad hoc network were reported in literature. In directional (DIR) routing and geocasting methods, node A (the source or intermediate node) transmits a message m to all neighbors located between the two tangents from A to the region that could contain the destination. It was shown that memoryless directional methods may create loops in routing process. In two other proposed methods (proven to be loopfree), geographic distance (GEDIR) or most forward progress within radius (MFR)...
CInDeR: Collision and Interference Detection in Realtime using Graphics Hardware
, 2003
"... Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive, and therefore a frequent impediment to efficient implementation of realtime graphics applications. We describe how graphics hardware can be us ..."
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Cited by 68 (0 self)
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Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive, and therefore a frequent impediment to efficient implementation of realtime graphics applications. We describe how graphics hardware can be used as a geometric coprocessor to carry out the bulk of the computation involved with collision detection. Hardware frame buffer operations are used to implement a raycasting algorithm which detects static interference between solid polyhedral objects. The algorithm is linear in both the number of objects and number of polygons in the models. It also requires no preprocessing or special data structures.
Voronoi Diagrams in Higher Dimensions under Certain Polyhedral Distance Functions
, 1995
"... The paper bounds the combinatorial complexity of the Voronoi diagram of a set of points under certain polyhedral distance functions. Specifically, if S is a set of n points in general position in R^d, the maximum complexity of its Voronoi diagram under the L1 metric, and also under a simplicial dist ..."
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Cited by 61 (26 self)
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The paper bounds the combinatorial complexity of the Voronoi diagram of a set of points under certain polyhedral distance functions. Specifically, if S is a set of n points in general position in R^d, the maximum complexity of its Voronoi diagram under the L1 metric, and also under a simplicial distance function, are both shown to be \Theta(n dd=2e ). The upper bound for the case of the L1 metric follows from a new upper bound, also proved in this paper, on the maximum complexity of the union of n axisparallel hypercubes in R^d. This complexity is \Theta(n dd=2e ), for d 1, and it improves to \Theta(n bd=2c ), for d 2, if all the hypercubes have the same size. Under the L 1 metric, the maximum complexity of the Voronoi diagram of a set of n points in general position in R&sup3; is shown to be \Theta(n 2 ). We also show that the general position assumption is essential, and give examples where the complexity of the diagram increases significantly when the points are in d...
The Natural Element Method In Solid Mechanics
, 1998
"... The application of the Natural Element Method (NEM) (Traversoni, 1994; Braun and Sambridge, 1995) to boundary value problems in twodimensional small displacement elastostatics is presented. The discrete model of the domain \Omega consists of a set of distinct nodes N , and a polygonal descripti ..."
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Cited by 61 (14 self)
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The application of the Natural Element Method (NEM) (Traversoni, 1994; Braun and Sambridge, 1995) to boundary value problems in twodimensional small displacement elastostatics is presented. The discrete model of the domain \Omega consists of a set of distinct nodes N , and a polygonal description of the boundary @ In the Natural Element Method, the trial and test functions are constructed using natural neighbor interpolants. These interpolants are based on the Voronoi tessellation of the set of nodes N . The interpolants are smooth (C NEM is identical to linear finite elements. The NEM interpolant is strictly linear between adjacent nodes on the boundary of the convex hull, which facilitates imposition of essential boundary conditions. A methodology to model material discontinuities and nonconvex bodies (cracks) using NEM is also described.
A high accuracy volume renderer for unstructured data
 IEEE Transactions on Visualization and Computer Graphics
, 1998
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