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37
Simulating Decorative Mosaic
 Proc. ACM SIGGRAPH ’01
, 2001
"... a b c d e f Figure 1: By overwriting voronoi regions, tile centroids are displaced away from an edge. Recentering tiles at their new centroids eventually moves them clear of the edge. This paper presents a method for simulating decorative tile mosaics. Such mosaics are challenging because the square ..."
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Cited by 102 (0 self)
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a b c d e f Figure 1: By overwriting voronoi regions, tile centroids are displaced away from an edge. Recentering tiles at their new centroids eventually moves them clear of the edge. This paper presents a method for simulating decorative tile mosaics. Such mosaics are challenging because the square tiles that comprise them must be packed tightly and yet must follow orientations chosen by the artist. Based on an existing image and userselected edge features, the method can both reproduce the image’s colours and emphasize the selected edges by placing tiles that follow the edges. The method uses centroidal voronoi diagrams which normally arrange points in regular hexagonal grids. By measuring distances with an manhattan metric whose main axis is adjusted locally to follow the chosen direction field, the centroidal diagram can be adapted to place tiles in curving square grids instead. Computing the centroidal voronoi diagram is made possible by leveraging the zbuffer algorithm available in many graphics cards. 1
OptimizationBased Animation
, 2002
"... A new paradigm for rigid body simulation is presented and analyzed. Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocit ..."
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Cited by 43 (1 self)
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A new paradigm for rigid body simulation is presented and analyzed. Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocities and accelerations. Even for simple scenes, the number of discontinuities per frame time can rise to the millions. An efficient optimizationbased animation (OBA) algorithm is presented which can simulate scenes with many convex threedimensional bodies settling into stacks and other “crowded” arrangements. This algorithm simulates Newtonian (second order) physics and Coulomb friction, and it uses quadratic programming (QP) to calculate new positions, momenta, and accelerations strictly at frame times. The extremely small integration steps inherent to traditional simulation techniques are avoided. Contact points are synchronized at the end of each frame. Resolving contacts with friction is known to be a difficult problem. Analytic force calculation can have ambiguous or nonexisting solutions. Purely impulsive techniques avoid these ambiguous cases, but still require an excessive and computationally expensive number of updates in the case of
Rotational polygon containment and minimum enclosure using only robust 2D constructions
 Computational Geometry
, 1998
"... An algorithm and a robust floating point implementation is given for rotational polygon containment:given polygons P 1 ,P 2 ,P 3 ,...,P k and a container polygon C, find rotations and translations for the k polygons that place them into the container without overlapping. A version of the algorithm a ..."
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Cited by 36 (6 self)
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An algorithm and a robust floating point implementation is given for rotational polygon containment:given polygons P 1 ,P 2 ,P 3 ,...,P k and a container polygon C, find rotations and translations for the k polygons that place them into the container without overlapping. A version of the algorithm and implementation also solves rotational minimum enclosure: givenaclass C of container polygons, find a container C in C of minimum area for which containment has a solution. The minimum enclosure is approximate: it bounds the minimum area between (1epsilon)A and A. Experiments indicate that finding the minimum enclosure is practical for k = 2, 3 but not larger unless optimality is sacrificed or angles ranges are limited (although these solutions can still be useful). Important applications for these algorithm to industrial problems are discussed. The paper also gives practical algorithms and numerical techniques for robustly calculating polygon set intersection, Minkowski sum, and range in...
Multiple Translational Containment Part I: An Approximate Algorithm
 Algorithmica, special issue on Computational
, 1996
"... In Part I we present an algorithm for finding a solution to the twodimensional translational approximate multiple containment problem: find translations for k polygons which place them inside a polygonal container so that no point of any polygon is more than 2ffl inside of the boundary of any other ..."
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Cited by 18 (9 self)
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In Part I we present an algorithm for finding a solution to the twodimensional translational approximate multiple containment problem: find translations for k polygons which place them inside a polygonal container so that no point of any polygon is more than 2ffl inside of the boundary of any other polygon. The polygons and container may be nonconvex. The value of ffl is an input to the algorithm. In industrial applications, the containment solution acts as a guide to a machine cutting out polygonal shapes from a sheet of material. If one chooses ffl to be a fraction of the cutter's accuracy, then the solution to the approximate containment problem is sufficient for industrial purposes. Given a containment problem, we characterize its solution and create a collection of containment subproblems from this characterization. We solve each subproblem by first restricting certain twodimensional configuration spaces until a steady state is reached, and then testing for a solution inside the...
Manufacturabilitydriven decomposition of sheet metal
, 1997
"... Designers often need to decompose a product into functioning parts during the product design stage. This decomposition is critical for product development, as it determines the geometric configuration of parts, and has direct impact on product cost. Most decomposition decisions are based primarily u ..."
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Cited by 18 (0 self)
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Designers often need to decompose a product into functioning parts during the product design stage. This decomposition is critical for product development, as it determines the geometric configuration of parts, and has direct impact on product cost. Most decomposition decisions are based primarily upon enduser requirements instead of product manufacturability. The resulting parts can be expensive to manufacture or are sometimes impossible to make. This thesis presents a manufacturabilitydriven approach which can help designers decompose bent sheet metal products into manufacturable parts. The decomposition approach presented in this thesis takes the geometric description of an initial product design, analyzes its manufacturability, and decomposes the product into manufacturable parts. The decomposition continues until all decomposed parts are manufacturable. Nearoptimal solutions are generated based on some primary concerns of design for manufacture (DFM) and design for assembly (DFA). Designers can then examine the decomposition results and decide whether they meet enduser requirements. Cutting, bending, and assembly processes are considered as the major manufacturing
Multiple Translational Containment Part II: Exact Algorithms
, 1994
"... We present exact algorithms for finding a solution to the twodimensional translational containment problem: find translations for k polygons which place them inside a polygonal container without overlapping. The term kCN denotes the version in which the polygons are convex and the container is non ..."
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Cited by 14 (7 self)
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We present exact algorithms for finding a solution to the twodimensional translational containment problem: find translations for k polygons which place them inside a polygonal container without overlapping. The term kCN denotes the version in which the polygons are convex and the container is nonconvex, and the term kNN denotes the version in which the polygons and the container are nonconvex. The notation (r; k)CN, (r; k)NN, and so forth refers to the problem of finding all subsets of size k out of r objects that can be placed in a container. The polygons have up to m vertices, and the container has n vertices, where n is usually much larger than m. We present exact algorithms for the following: 2CN in O(mn log n) time, (r; 2)CN in O(r 2 m log n) time (for r ?? n), 3CN in O(m 3 n log n) time, kCN in O(m 2k n k log n) or O((mn) k+1 ) time, and kNN in O((mn) 2k+1 LP(2k; 2k(2k + 1)mn + k(k \Gamma 1)m 2 )) time, where LP(a; b) is the time to solve a linear program with...
Containment Algorithms for Nonconvex Polygons with Applications to Layout
, 1995
"... Layout and packing are NPhard geometric optimization problems of practical importance for which finding a globally optimal solution is intractable if P!=NP. Such problems appear in industries such as aerospace, ship building, apparel and shoe manufacturing, furniture production, and steel construct ..."
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Cited by 13 (5 self)
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Layout and packing are NPhard geometric optimization problems of practical importance for which finding a globally optimal solution is intractable if P!=NP. Such problems appear in industries such as aerospace, ship building, apparel and shoe manufacturing, furniture production, and steel construction. At their core, layout and packing problems have the common geometric feasibility problem of containment: find a way of placing a set of items into a container. In this thesis, we focus on containment and its applications to layout and packing problems. We demonstrate that, although containment is NPhard, it is fruitful to: 1) develop algorithms for containment, as opposed to heuristics, 2) design containment algorithms so that they say "no" almost as fast as they say "yes", 3) use geometric techniques, not just mathematical programming techniques, and 4) maximize the number of items for which the algorithms are practical. Our approach to containment is based on a new restrict/evaluate...
Shortest Path Geometric Rounding
, 2000
"... Exact implementations of algorithms of computational geometry are subject to exponential growth in running time and space. In particular, coordinate bitcomplexity can grow exponentially when algorithms are cascaded: the output of one algorithm becomes the input to the next. Cascading is a signic ..."
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Cited by 10 (5 self)
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Exact implementations of algorithms of computational geometry are subject to exponential growth in running time and space. In particular, coordinate bitcomplexity can grow exponentially when algorithms are cascaded: the output of one algorithm becomes the input to the next. Cascading is a signicant problem in practice. We propose a geometric rounding technique: shortest path rounding. Shortest path rounding trades accuracy for space and time and eliminates the exponential cost introduced by cascading. It can be applied to all algorithms which operate on planar polygonal regions, for example, set operations, transformations, convex hull, triangulation, and Minkowski sum. Unlike other geometric rounding techniques, shortest path rounding can round vertices to arbitrary lattices, even in polar coordinates, as long as the rounding cells are connected. (Other rounding techniques can only round to the integer grid.) On the integer grid, shortest path rounding introduces less com...