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A graph-constructive approach to solving systems of geometric constraints
A graph-constructive approach to solving systems of geometric constraints capable of effeciently handling well-constrained, overconstrained, and underconstrained configurations is presented. TheExpand
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Geometric constraint solver
Abstract The paper reports on the development of a 2D geometric constraint solver. The solver is a major component of a new generation of cad systems based on a high-level geometry representation.Expand
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Correctness proof of a geometric constraint solver
We present a correctness proof of a graph-directed variational geometric constraint solver. First, we prove that the graph reduction that establishes the sequence in which to apply the constructionExpand
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Constraint solving for computer-aided design
An approach to solving systems of geometric constraints appropriate for computer aided design is described, its scope is characterized and its correctness is proved. Various ways to extend the scopeExpand
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An efficient hierarchical scheme for locating highly mobile users
To accommodate the increase in user population in future personal communication systems, hierarchical architectures of location databases have been proposed. In this paper, a scheme based onExpand
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Constraint-based parametric conics for CAD
We describe how to construct conic blending arcs from constraints, using a unified rational parametric representation that combines the separate cases of blending parallel and non-parallel edges. TheExpand
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Editable Representations For 2D Geometric Design
ii ACKNOWLEDGMENTS I would like to thank my advisor Prof. Christoph Hoomann for his valuable help and support, Bill Bouma for developing an excellent user interface for the 2D sketcher, Jianchen CaiExpand
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k+-buffer: fragment synchronized k-buffer
k-buffer facilitates novel approaches to multi-fragment rendering and visualization for developing interactive applications on the GPU. Various alternatives have been proposed to alleviate its memoryExpand
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Skeleton-based Rigid Skinning for Character Animation
Skeleton-based skinning is widely used for realistic animation of complex characters defining mesh move- ment as a function of the underlying skeleton. In this paper, we propose a new robust skeletalExpand
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Depth-Fighting Aware Methods for Multifragment Rendering
  • A. Vasilakis, I. Fudos
  • Computer Science, Medicine
  • IEEE Transactions on Visualization and Computer…
  • 1 June 2013
Many applications require operations on multiple fragments that result from ray casting at the same pixel location. To this end, several approaches have been introduced that process for each pixelExpand
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