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Joon C. Park

dblp:31/6291 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2006
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorTheory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › point cloud processing
normal estimation
0.112006
Elliptic Gabriel graph for finding neighbors in a point set and its application to normal vector estimation · Comput. Aided Des. 2006
Geometric modeling and processing › surface reconstruction
topology reconstruction
0.012003
A tolerant approach to reconstruct topology from unorganized trimmed surfaces · Comput. Aided Des. 2003
Geometric modeling and processing › computer-aided design › computer-aided geometric design
trimmed surface
0.012003
A tolerant approach to reconstruct topology from unorganized trimmed surfaces · Comput. Aided Des. 2003

Methods — techniques the papers use, named apart from their topics

tolerant reconstruction · 0.0
YearPublicationVenuePosition
2006 Elliptic Gabriel graph for finding neighbors in a point set and its application to normal vector estimation
Joon C. Park, Hayong Shin, Byoung Kyu Choi
Comput. Aided Des.1
2004 Efficient Topology Construction from Triangle Soup
abstract
Triangular mesh is one of the most popular shape representations in computer graphics and the CAD/CAM/ CAE area. In this paper we present a memory and time efficient topology construction algorithm from triangle soup, which is a set of triangles without connectivity information. The proposed algorithm consists of the following steps: (1) vertex merging, (2) internal edge linking, (3) multi-disk vertex splitting, and (4) boundary gap stitching. Typical triangle soup comes in the form of an STL file, and topology construction work encounters non-manifold cases for various causes, which should be converted to 2-manifold models for many downstream processes such as rapid prototyping and tool path generation. The proposed algorithm uses a light-weight vertex-based data structure (adapted from a 'corner table' structure), and does not need to construct a full non-manifold topology information. The efficiency of the proposed algorithm is shown by empirical tests on practical examples.
Hayong Shin, Joon C. Park, Byoung Kyu Choi, Yun C. Chung, Siyoul Rhee
GMP2
2003 A tolerant approach to reconstruct topology from unorganized trimmed surfaces
Joon C. Park, Yun C. Chung
Comput. Aided Des.1