Erik Brisson

dblp:36/7004 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2006
—ORCID · none

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

Theory of computation · 3 · 1 first-authorSystems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 55% Geometric modeling and processing · 46%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%
Theoretical computer science
2 papers
Computational geometry · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
broadening participation in computing
0.112006
Building communities on the grid - New voices and new visions for engaging Native American students in computer science · SC 2006
Virtual and augmented reality › learning and educational technologies › immersive learning
immersive learning environments
0.012006
Building communities on the grid - New voices and new visions for engaging Native American students in computer science · SC 2006
Collaborative and social computing › collaborative learning
computer-supported collaborative learning
0.012006
Building communities on the grid - New voices and new visions for engaging Native American students in computer science · SC 2006
Geometric modeling and processing › skeletonization
medial axis transform
0.011996
An Algorithm for the Medial Axis Transform of 3D Polyhedral Solids · IEEE Trans. Vis. Comput. Graph. 1996
Computational geometry
geometric data structures
0.011989
Representing Geometric Structures in d Dimensions: Topology and Order · SCG 1989
Computational geometry › computational topology
topological data structures
0.011989
Representing Geometric Structures in d Dimensions: Topology and Order · SCG 1989

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

virtual reality · 0.2access grid · 0.2stability analysis · 0.0connectivity theorem · 0.0complexity analysis · 0.0incidence and ordering representation · 0.0
YearPublicationVenuePosition
2006 Building communities on the grid - New voices and new visions for engaging Native American students in computer science
abstract
New Voices and New Visions for Engaging Native Americans in Computer Science is a collaborative project between Boston University and University of New Mexico, funded through NSF's Broadening Participation in Computing program. This project combines Native American culture and art with a high-technology, computer-rich environment as a vehicle to engage Native American students in computer and computational science. The project employs the Access Grid (AG), virtual reality technologies and Boston University's stereoscopic Deep Vision Display Wall (DVD Wall) to create a culturally and technologically compelling educational experience.The curriculum will expose both college and high school students to the power and depth of computer science, hopefully inspiring many of them to obtain a degree in this discipline. We anticipate that this pilot project will provide a model based on an interdisciplinary framework which can be emulated by other institutions and adapted for other groups underrepresented in computer and computational sciences.
Glenn Bresnahan, Arthur B. Maccabe, Maria Williams, Arlan Sando, Erik Brisson, Jennifer Teig von Hoffman
SC5
1996 Parallel Algorithms for Arrangements
Richard J. Anderson 0001, Paul Beame, Erik Brisson
Algorithmica3
1996 An Algorithm for the Medial Axis Transform of 3D Polyhedral Solids
abstract
The medial axis transform (MAT) is a representation of an object which has been shown to be useful in design, interrogation, animation, finite element mesh generation, performance analysis, manufacturing simulation, path planning and tolerance specification. In this paper, an algorithm for determining the MAT is developed for general 3D polyhedral solids of arbitrary genus without cavities, with nonconvex vertices and edges. The algorithm is based on a classification scheme which relates different pieces of the medial axis (MA) to one another, even in the presence of degenerate MA points. Vertices of the MA are connected to one another by tracing along adjacent edges, and finally the faces of the axis are found by traversing closed loops of vertices and edges. Representation of the MA and its associated radius function is addressed, and pseudocode for the algorithm is given along with recommended optimizations. A connectivity theorem is proven to show the completeness of the algorithm. Complexity estimates and stability analysis for the algorithms are presented. Finally, examples illustrate the computational properties of the algorithm for convex and nonconvex 3D polyhedral solids with polyhedral holes.
Evan C. Sherbrooke, Nicholas M. Patrikalakis, Erik Brisson
IEEE Trans. Vis. Comput. Graph.3
1993 Representing Geometric Structures in d Dimensions: Topology and Order
Erik Brisson
Discret. Comput. Geom.1
1992 The Complexity of Computing Symmetric Functions Using Threshold Circuits
Paul Beame, Erik Brisson, Richard E. Ladner
Theor. Comput. Sci.2
1990 Parallel Algorithms for Arrangements
abstract
We give the first efficient parallel algorithms for solving the arrangement problem. We give a deterministic algorithm for the CREW PRAM which runs in nearly optimal bounds of O(log n log * n) time and n²/log n processors. We generalize this to obtain an O(logn log* n) time algorithm using n^d/logn processors for solving the problem in d dimensions. We also give a randomized algorithm for the EREW PRAM that constructs an arrange-ment of n lines on-line, in which each insertion is done in optimal O(logn) time using n / log n processors. Our algorithms develop new parallel data structures and new methods for traversing an arrangement.
Richard J. Anderson 0001, Paul Beame, Erik Brisson
SPAA3
1989 Representing Geometric Structures in d Dimensions: Topology and Order
abstract
We develop a representation for the topological structure of subdivided manifolds (with and without boundary) of dimension d ≥ 1 which allows straightforward access of the available order information. It is shown that there exists a large amount of ordering information in subdivided manifolds: given a (k-2)-cell in the boundary of a (k+1)-cell, 1 ≤ k ≤ d, all of the k- and (k-1)-cells 'between them' can be ordered 'around' the (k-2)-cell. This includes the usual orderings in 2- and 3-dimensional objects. We introduce the 'cell-tuple structure', a simple, uniform representation of the incidence and ordering information in a subdivided manifold. It includes the quad-edge data structure of Guibas and Stolfi [GS 85] and the facet-edge data structure of Dobkin and Laszlo [DL 87] as special cases in dimensions 2 and 3, respectively.
Erik Brisson
SCG1