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Tomotake Furuhata

dblp:53/3142 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2001
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
1 paper
Geometric modeling and processing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh generation
surface meshing
0.012001
Face clustering of a large-scale CAD model for surface mesh generation · Comput. Aided Des. 2001
Geometric modeling and processing › computer-aided design
CAD model processing
0.012001
Face clustering of a large-scale CAD model for surface mesh generation · Comput. Aided Des. 2001
YearPublicationVenuePosition
2001 Face clustering of a large-scale CAD model for surface mesh generation
Keisuke Inoue, Takayuki Itoh, Atsushi Yamada, Tomotake Furuhata, Kenji Shimada
Comput. Aided Des.4
1999 A Discrete Spring Model for Generating Fair Curves and Surfaces
abstract
The ability to generate fair curves and surfaces is important in computer graphics (CG), computer-aided design (CAD), and other geometric modeling applications. In this paper, we present an iteration-based algorithm for generating fair polygonal curves and surfaces that is based on a new discrete spring model. In the spring model, a linear spring, whose length approximately represents a curvature radius, is attached along the normal line of each polygon node. Energy is assigned to the difference of the lengths, that is, the difference in curvature radius, of neighboring springs. Our algorithm then minimizes the total energy by an iterative approach. It accepts as inputs (1) an initial polygonal curve (surface), which consists of a set of polygonal segments (faces) and a set of nodes as polygon-vertices, and (2) constraints for controlling the shape. The outputs are polygonal curves (surfaces) with smooth shapes. We also describe a method for improving the performance of our iterative process to obtain a linear execution time. Our algorithm provides a tool for the fair curve and surface design in an interactive environment.
Atsushi Yamada, Tomotake Furuhata, Kenji Shimada, Ko-Hsiu Hou
PG2