#### Filter Results:

#### Publication Year

1998

2013

#### Publication Type

#### Co-author

#### Key Phrase

#### Publication Venue

Learn More

This paper describes an algorithm for maintaining an approximating triangulation of a deforming surface in R<sup>3</sup>. The triangulation adapts dynamically to changing shape, curvature, and topology of the surface.

Figure 1: Molecular models of the molecule Helix. The leftmost shows the van der Waals surface model; the center shows the molecular skin model and the rightmost shows the magnified mesh details in the box of the center figure. ABSTRACT Quality surface meshes for molecular models are desirable in the studies of protein shapes and functionalities. However,… (More)

The construction of shape spaces is studied from a mathematical and a computational viewpoint. A program is outlined reducing the problem to four tasks: the representation of geometry, the canonical deformation of geometry, the measuring of distance in shape space, and the selection of base shapes. The technical part of this paper focuses on the second… (More)

We present an efficient algorithm to mesh the macromolecules surface model represented by the skin surface defined by Edelsbrunner. Our algorithm overcomes several challenges residing in current surface meshing methods. First, we guarantee the mesh quality with a provable lower bound of 21. on its minimum angle. Second, we ensure the triangulation is… (More)

— Free-space dilation is an effective approach for narrow passage sampling, a well-recognized difficulty in prob-abilistic roadmap (PRM) planning. Key to this approach are methods for dilating the free space and for determining the amount of dilation needed. This paper presents a new method of dilation by shrinking the geometric models of robots and… (More)

This paper proposes an Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture for adaptation in modern games. The modern game world basically involves a human player acting in a virtual environment, which implies that the problem can be decomposed into two parts, namely a partially observable player model, and a completely observable game… (More)

Given two simplicial complexes C 1 and C 2 embedded in Eu-clidean space IR d , C 1 subdivides C 2 if (i) C 1 and C 2 have the same underlying space, and (ii) every simplex in C 1 is contained in a simplex in C 2. In this paper we present a method to compute a set of weighted points whose alpha complex subdivides a given simplicial complex. Following this,… (More)

Edelsbrunner et al. defined a framework of shape deformations with shapes bounded by skin manifold. We prove that the infinitely many synthesized shapes in the deformation sequence share finitely many common Voronoi complexes. Therefore, we propose a new algorithm to compute the common Voronoi complexes efficiently for the deformations, and use these common… (More)

This paper presents a novel learning framework to provide computer game agents the ability to adapt to the player as well as other game agents. Our technique generally involves a personality adaptation module encapsulated in a reinforcement learning framework. Unlike previous work in which adaptation normally involves a decision process on every single… (More)

- Ho-Lun Cheng, Tony Tan
- MFCS
- 2005

We propose a method to approximate a polygonal object by a deformable smooth surface, namely the t-skin defined by Edelsbrunner [5] for all 0 < t < 1. We guarantee that they are homeomorphic and their Hausdorff distance is at most > 0. This construction make it possible for fully automatic, smooth and robust deformation between two polygonal objects with… (More)