1,720,971 research outputs found
Distributed Triangle Mesh Processing
We propose a web-based system to remotely and distributedly process triangle meshes. Users can implement complex geometric procedures by composing simpler processing tools that, in their turn, can be provided by researchers who publish them as appropriateWeb services. We defined an efficient geometric data transfer protocol in order to resolve the potential mesh delivery bottleneck caused by the transfer of large models to the various servers on typical long-distance connections with limited bandwidth. We have experimented our system on several large models and on diverse processing scenarios, and we have concluded that our transfer protocol significantly reduces the overall time needed to produce the result
Computational Geometry meets Material Science
tecniche di convex hull su eshes simpliciali applicate alla termodinamica dei fusi silicatici ed ai diagrammi di fas
Steepest descent path on simplicial meshes of arbitrary dimensions
The paper introduces an algorithm to compute steepest descent paths on multivariate piecewise-linear functions on Euclidean domains of arbitrary dimensions and topolog
Modeling liquidus hypersurfaces through simplicial complexes
termodinamica dei sistemi amorfi e calcoli di mesh simpliciali con tecniche di guscio convess
Computational geometry tools to model and analyze the crystallization of molten substances
termodinamica dei sali fusi combinata a procedure di calcolo di mesh simpliciali mediante guscio-convess
Deterministic Linear Time Constrained Triangulation using Simplified Earcut
Triangulation algorithms that conform to a set of non-intersecting input segments typically proceed in an incremental fashion, by inserting points first, and then segments. Inserting a segment amounts to: (1) deleting all the triangles it intersects; (2) filling the so generated hole with two polygons that have the wanted segment as shared edge; (3) triangulate each polygon separately. In this paper we prove that these polygons are such that all their convex vertices but two can be used to form triangles in an earcut fashion, without the need to check whether other polygon points are located within each ear. The fact that any simple polygon contains at least three convex vertices guarantees the existence of a valid ear to cut, ensuring convergence. Not only this translates to an optimal deterministic linear time triangulation algorithm, but such algorithm is also trivial to implement. We formally prove the correctness of our approach, also validating it in practical applications and comparing it with prior art
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