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  • 1
    Publication Date: 1997-06-01
    Print ISSN: 0178-4617
    Electronic ISSN: 1432-0541
    Topics: Computer Science , Mathematics
    Published by Springer
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  • 2
    Publication Date: 1997-09-01
    Print ISSN: 0178-4617
    Electronic ISSN: 1432-0541
    Topics: Computer Science , Mathematics
    Published by Springer
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  • 3
    Publication Date: 1994-05-01
    Print ISSN: 0178-4617
    Electronic ISSN: 1432-0541
    Topics: Computer Science , Mathematics
    Published by Springer
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  • 4
    Publication Date: 1994-07-01
    Print ISSN: 0178-4617
    Electronic ISSN: 1432-0541
    Topics: Computer Science , Mathematics
    Published by Springer
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  • 5
    Publication Date: 1981-06-01
    Print ISSN: 0010-485X
    Electronic ISSN: 1436-5057
    Topics: Computer Science
    Published by Springer
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    Algorithmica 12 (1994), S. 30-53 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Ray shooting ; Multilevel data structures ; Hidden surface removal ; Output-sensitive
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we study the ray-shooting problem for three special classes of polyhedral objects in space: axis-parallel polyhedra, curtains (unbounded polygons with three edges, two of which are parallel to thez-axis and extend downward to minus infinity), and fat horizontal triangles (triangles parallel to thexy-plane whose angles are greater than some given constant). For all three problems structures are presented usingO(n 2+ɛ) preprocessing, for any fixedɛ 〉 0, withO(logn) query time. We also study the general ray-shooting problem in an arbitrary set of triangles. Here we present a structure that usesOn 4+ɛ) preprocessing and has a query time ofO(logn). We use the ray-shooting structure for curtains to obtain an algorithm for computing the view of a set of nonintersecting prolyhedra. For any ɛ 〉 0, we can obtain an algorithm with running time $$O(n^{1 + \varepsilon } \sqrt k )$$ , wheren is the total number of vertices of the polyhedra andk is the size of the output. This is the first output-sensitive algorithm for this problem that does not need a depth order on the faces of the polyhedra.
    Type of Medium: Electronic Resource
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  • 7
    ISSN: 1432-0541
    Keywords: Key words. Stereolithography, Gravity casting, 3-Axis NC-machine, Computer-aided design, Computer-aided manufacturing, Robotics, Manufacturing, Geographic information systems, Grasping, Polyhedral terrains, Polyhedra, Polygon, Computational geometry, Algorithms.
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract. We study the feasibility of design for a layer-deposition manufacturing process called stereolithography which works by controlling a vertical laser beam which when targeted on a photocurable liquid causes the liquid to harden. In order to understand the power as well as the limitations of this manufacturing process better, we define a mathematical model of stereolithography (referred to as vertical stereolithography ) and analyze the class of objects that can be constructed under the assumptions of the model. Given an object (modeled as a polygon or a polyhedron), we give algorithms that decide in O(n) time (where n is the number of vertices in the polygon or polyhedron) whether or not the object can be constructed by vertical stereolithography. If the answer is in the affirmative, the algorithm reports a description of all the orientations in which the object can be made. We also show that the objects built with vertical stereolithography are precisely those that can be made with a 3-axis NC machine. We then define a more flexible model that more accurately reflects the actual capabilities of stereolithography (referred to as variable-angle stereolithography ) and again study the class of feasible objects for this model. We give an O(n)-time algorithm for polygons and $O(n\log n)$ - as well as O(n)-time algorithms for polyhedra. We show that objects formed with variable-angle stereolithography can also be constructed using another manufacturing process known as gravity casting. Furthermore, we show that the polyhedral objects formed by vertical stereolithography are closely related to polyhedral terrains which are important structures in geographic information systems (GIS) and computational geometry. In fact, an object built with variable-angle stereolithography resembles a terrain with overhangs, thus initiating the study of more realistic terrains than the standard ones considered in geographic information systems. Finally, we relate our results to the area of grasping in robotics by showing that the polygonal and polyhedral objects that can be built by vertical stereolithography can be clamped by parallel jaw grippers with any positive-sized gripper.
    Type of Medium: Electronic Resource
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  • 8
    Electronic Resource
    Electronic Resource
    Springer
    Algorithmica 11 (1994), S. 469-484 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Hidden surface removal ; Ray shooting
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We derive a new output-sensitive algorithm for hidden surface removal in a collection ofn triangles, viewed from a pointz such that they can be ordered in an acyclic fashion according to their nearness toz. Ifk is the combinatorial complexity of the outputvisibility map, then we obtain a sophisticated randomized algorithm that runs in (randomized) timeO(n4/3 log2.89 n +k 3/5 n 4/5 + δ for anyδ 〉 0. The method is based on a new technique for tracing the visible contours using ray shooting.
    Type of Medium: Electronic Resource
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  • 9
    Electronic Resource
    Electronic Resource
    Springer
    Discrete & computational geometry 20 (1998), S. 561-587 
    ISSN: 1432-0444
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract. We present a simple and efficient paradigm for computing the exact solution of the motion planning problem in environments with a low obstacle density. Such environments frequently occur in practical instances of the motion planning problem. The complexity of the free space for such environments is known to be linear in the number of obstacles. Our paradigm is a new cell decomposition approach to motion planning and exploits properties that follow from the low density of the obstacles in the robot's workspace. These properties allow us to decompose the workspace, subject to some constraints, rather than to decompose the higher-dimensional free configuration space directly. A sequence of uniform steps transforms the workspace decomposition into a free space decomposition of asymptotically the same size. The approach leads to nearly optimal O(n \log n) motion planning algorithms for free-flying robots with any fixed number of degrees of freedom in workspaces with low obstacle density.
    Type of Medium: Electronic Resource
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  • 10
    Electronic Resource
    Electronic Resource
    Springer
    Computing 26 (1981), S. 155-166 
    ISSN: 1436-5057
    Keywords: decomposable searching problem ; dynamization ; merging ; quad-trees ; k-d trees ; halfspaces ; maximal elements
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Description / Table of Contents: Zusammenfassung Wir definieren zwei Klassen zerlegbarer Suchprobleme und untersuchen, wie man diese Probleme effizient dynamisch lösen könnte. Für die erste Klasse (DD) zeigen wir, daß man sowohl das Einfügen als auch das Streichen von einzelnen Elementen im Zeitmittel effizient durchführen kann. Für die zweite Klasse (MD) zeigen wir zudem, daß man mit der Benützung einer schnellen Mischungsprozedur die Effizienz noch um ein wenig verbessern kann. Alss Anwendungen zeigen wir z. B. die effiziente Dynamisierung von Quadbäumen und vom gemeinsamen Durchschnitt endlich vieler Halbebenen in der Ebene.
    Notes: Abstract We define two classes of decomposable searching problems and consider ways of efficiently dynamizing them. For the first class, DD, we show that both insertions and deletions can be processed efficiently. For the second class, MD, we exploit a merge technique to obtain better insertion times. We also give a number of examples of problems to which the methods apply, including the dynamic maintenance of quadtrees and of the common intersection of finitely many halfspaces in the plane.
    Type of Medium: Electronic Resource
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