Olivier Devillers

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98ranked-venue papers
40as first author
3since 2021 · last 2025
0000-0003-4275-5068ORCID · verified

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Theory of computation · 60 · 25 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 34 · 14 first-author · 1 since 2021Artificial intelligence and machine learning · 2Systems, architecture and hardware · 2Databases, data management, data science and information retrieval · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author
YearPublicationVenuePosition
2025 A Subquadratic Algorithm for Computing the L₁-Distance Between Two Terrains
abstract
We study the problem of computing the L₁-distance between two piecewise-linear bivariate functions f and g, defined over a bounded polygonal domain 𝕄 ⊂ ℝ², that is, computing the quantity ‖f-g‖₁ = ∫_𝕄 |f(x,y)-g(x,y)| dx dy. If f and g are defined by linear interpolation over triangulations 𝐓_f and 𝐓_g, respectively, of 𝕄 with a total of n triangles, we show that ‖f-g‖₁ can be computed in Õ(n^α) time, where α = max{(ω+1)/2, 8/5}, ω is the matrix multiplication exponent, and Õ notation hides factors of the form n^ε for any ε > 0. This bound holds for the currently best known value of ω, which is approximately 2.37. More generally, if the complexity of the overlay of 𝐓_f and 𝐓_g is κ, then the runtime of our algorithm is Õ(κ^{α-1}n^{2-α}).
Pankaj K. Agarwal, Boris Aronov, Olivier Devillers, Christian Knauer, Guillaume Moroz
SoCG3
2024 SCARST: Schnyder Compact and Regularity Sensitive Triangulation Data Structure
abstract
We consider the design of fast and compact representations of the connectivity information of triangle meshes. Although traditional data structures (Half-Edge, Corner Table) are fast and user-friendly, they tend to be memory-expensive. On the other hand, compression schemes, while meeting information-theoretic lower bounds, do not support navigation within the mesh structure. Compact representations provide an advantageous balance for representing large meshes, enabling a judicious compromise between memory consumption and fast implementation of navigational operations. We propose new representations that are sensitive to the regularity of the graph while still having worst case guarantees. For all our data structures we have both an interesting storage cost, typically 2 or 3 r.p.v. (references per vertex) in the case of very regular triangulations, and provable upper bounds in the worst case scenario. One of our solutions has a worst case cost of 3.33 r.p.v., which is currently the best-known bound improving the previous 4 r.p.v. [Castelli et al. 2018]. Our representations have slightly slower running times (factors 1.5 to 4) than classical data structures. In our experiments we compare on various meshes runtime and memory performance of our representations with those of the most efficient existing solutions.
Luca Castelli Aleardi, Olivier Devillers
SoCG2
2021 Randomized Incremental Construction of Delaunay Triangulations of Nice Point Sets
abstract
Abstract Randomized incremental construction (RIC) is one of the most important paradigms for building geometric data structures. Clarkson and Shor developed a general theory that led to numerous algorithms which are both simple and efficient in theory and in practice. Randomized incremental constructions are usually space-optimal and time-optimal in the worst case, as exemplified by the construction of convex hulls, Delaunay triangulations, and arrangements of line segments. However, the worst-case scenario occurs rarely in practice and we would like to understand how RIC behaves when the input is nice in the sense that the associated output is significantly smaller than in the worst case. For example, it is known that the Delaunay triangulation of nicely distributed points in $${\mathbb {E}}^d$$ E d or on polyhedral surfaces in $${\mathbb {E}}^3$$ E 3 has linear complexity, as opposed to a worst-case complexity of $$\Theta (n^{\lfloor d/2\rfloor })$$ Θ ( n ⌊ d / 2 ⌋ ) in the first case and quadratic in the second. The standard analysis does not provide accurate bounds on the complexity of such cases and we aim at establishing such bounds in this paper. More precisely, we will show that, in the two cases above and variants of them, the complexity of the usual RIC is $$O(n\log n)$$ O ( n log n ) , which is optimal. In other words, without any modification, RIC nicely adapts to good cases of practical value. At the heart of our proof is a bound on the complexity of the Delaunay triangulation of random subsets of $${\varepsilon }$$ ε -nets. Along the way, we prove a probabilistic lemma for sampling without replacement, which may be of independent interest.
Jean-Daniel Boissonnat, Olivier Devillers, Kunal Dutta, Marc Glisse
Discret. Comput. Geom.2
2020 Rounding Meshes in 3D
Olivier Devillers, Sylvain Lazard, William J. Lenhart
Discret. Comput. Geom.1
2020 Variable-width contouring for additive manufacturing
abstract
In most layered additive manufacturing processes, a tool solidifies or deposits material while following pre-planned trajectories to form solid beads. Many interesting problems arise in this context, among which one concerns the planning of trajectories for filling a planar shape as densely as possible. This is the problem we tackle in the present paper. Recent works have shown that allowing the bead width to vary along the trajectories helps increase the filling density. We present a novel technique that, given a deposition width range, constructs a set of closed beads whose width varies within the prescribed range and fill the input shape. The technique outperforms the state of the art in important metrics: filling density (while still guaranteeing the absence of bead overlap) and trajectories smoothness. We give a detailed geometric description of our algorithm, explore its behavior on example inputs and provide a statistical comparison with the state of the art. We show that it is possible to obtain high quality fabricated layers on commodity FDM printers.
Samuel Hornus, Tim Kuipers, Olivier Devillers, Monique Teillaud, Jonàs Martínez, Marc Glisse, Sylvain Lazard, Sylvain Lefebvre 0001
ACM Trans. Graph.3
2019 Randomized Incremental Construction of Delaunay Triangulations of Nice Point Sets
abstract
Randomized incremental construction (RIC) is one of the most important paradigms for building geometric data structures. Clarkson and Shor developed a general theory that led to numerous algorithms that are both simple and efficient in theory and in practice. Randomized incremental constructions are most of the time space and time optimal in the worst-case, as exemplified by the construction of convex hulls, Delaunay triangulations and arrangements of line segments. However, the worst-case scenario occurs rarely in practice and we would like to understand how RIC behaves when the input is nice in the sense that the associated output is significantly smaller than in the worst-case. For example, it is known that the Delaunay triangulations of nicely distributed points on polyhedral surfaces in E^3 has linear complexity, as opposed to a worst-case quadratic complexity. The standard analysis does not provide accurate bounds on the complexity of such cases and we aim at establishing such bounds in this paper. More precisely, we will show that, in the case of nicely distributed points on polyhedral surfaces, the complexity of the usual RIC is O(n log n), which is optimal. In other words, without any modification, RIC nicely adapts to good cases of practical value. Our proofs also work for some other notions of nicely distributed point sets, such as (epsilon, kappa)-samples. Along the way, we prove a probabilistic lemma for sampling without replacement, which may be of independent interest.
Jean-Daniel Boissonnat, Olivier Devillers, Kunal Dutta, Marc Glisse
ESA2
2018 3D Snap Rounding
abstract
Let P be a set of n polygons in R^3, each of constant complexity and with pairwise disjoint interiors. We propose a rounding algorithm that maps P to a simplicial complex Q whose vertices have integer coordinates. Every face of P is mapped to a set of faces (or edges or vertices) of Q and the mapping from P to Q can be done through a continuous motion of the faces such that (i) the L_infty Hausdorff distance between a face and its image during the motion is at most 3/2 and (ii) if two points become equal during the motion, they remain equal through the rest of the motion. In the worst case, the size of Q is O(n^{15}) and the time complexity of the algorithm is O(n^{19}) but, under reasonable hypotheses, these complexities decrease to O(n^{5}) and O(n^{6}sqrt{n}).
Olivier Devillers, Sylvain Lazard, William J. Lenhart
SoCG1
2018 Expected Length of the Voronoi Path in a High Dimensional Poisson-Delaunay Triangulation
Pedro Machado Manhães de Castro, Olivier Devillers
Discret. Comput. Geom.2
2016 Qualitative Symbolic Perturbation
abstract
In a classical Symbolic Perturbation scheme, degeneracies are handled by substituting some polynomials in epsilon for the inputs of a predicate. Instead of a single perturbation, we propose to use a sequence of (simpler) perturbations. Moreover, we look at their effects geometrically instead of algebraically; this allows us to tackle cases that were not tractable with the classical algebraic approach.
Olivier Devillers, Menelaos Karavelas, Monique Teillaud
SoCG1
2016 Monotone Simultaneous Embeddings of Paths in d Dimensions
David Bremner, Olivier Devillers, Marc Glisse, Sylvain Lazard, Giuseppe Liotta, Tamara Mchedlidze, Sue Whitesides, Stephen K. Wismath
GD2
2015 On the Smoothed Complexity of Convex Hulls
abstract
We establish an upper bound on the smoothed complexity of convex hulls in R^d under uniform Euclidean (L^2) noise. Specifically, let {p_1^*, p_2^*, ..., p_n^*} be an arbitrary set of n points in the unit ball in R^d and let p_i = p_i^* + x_i, where x_1, x_2, ..., x_n are chosen independently from the unit ball of radius r. We show that the expected complexity, measured as the number of faces of all dimensions, of the convex hull of {p_1, p_2, ..., p_n} is O(n^{2-4/(d+1)} (1+1/r)^{d-1}); the magnitude r of the noise may vary with n. For d=2 this bound improves to O(n^{2/3} (1+r^{-2/3})). We also analyze the expected complexity of the convex hull of L^2 and Gaussian perturbations of a nice sample of a sphere, giving a lower-bound for the smoothed complexity. We identify the different regimes in terms of the scale, as a function of n, and show that as the magnitude of the noise increases, that complexity varies monotonically for Gaussian noise but non-monotonically for L^2 noise.
Olivier Devillers, Marc Glisse, Xavier Goaoc, Rémy Thomasse
SoCG1
2015 Homological reconstruction and simplification in R3
Dominique Attali, Ulrich Bauer, Olivier Devillers, Marc Glisse, André Lieutier
Comput. Geom.3
2015 Guest Editors' Foreword
Siu-Wing Cheng, Olivier Devillers
Discret. Comput. Geom.2
2014 Recognizing Shrinkable Complexes Is NP-Complete
Dominique Attali, Olivier Devillers, Marc Glisse, Sylvain Lazard
ESA2
2013 Homological reconstruction and simplification in R3
abstract
International audience
Dominique Attali, Ulrich Bauer, Olivier Devillers, Marc Glisse, André Lieutier
SoCG3
2013 Hyperbolic delaunay complexes and voronoi diagrams made practical
abstract
We study Delaunay complexes and Voronoi diagrams in the Poincaré ball, a conformal model of the hyperbolic space, in any dimension. We elaborate on our earlier work on the space of spheres [CCCG'92], giving a detailed description of algorithms. We also study algebraic and arithmetic issues, observing that only rational computations are needed. All proofs are based on geometric reasoning, they do not resort to any use of the analytic formula of the hyperbolic distance. This allows for an exact and efficient implementation in 2D. All degenerate cases are handled. The implementation will be submitted to the CGAL editorial board for future integration into the CGAL library.
Mikhail Bogdanov, Olivier Devillers, Monique Teillaud
SoCG2
2013 Complexity analysis of random geometric structures made simpler
abstract
Average-case analysis of data-structures or algorithms is commonly used in computational geometry when the, more classical, worst-case analysis is deemed overly pessimistic. Since these analyses are often intricate, the models of random geometric data that can be handled are often simplistic and far from "realistic inputs". We present a new simple scheme for the analysis of geometric structures. While this scheme only produces results up to a polylog factor, it is much simpler to apply than the classical techniques and therefore succeeds in analyzing new input distributions related to smoothed complexity analysis.
Olivier Devillers, Marc Glisse, Xavier Goaoc
SoCG1
2013 Vertex Deletion for 3D Delaunay Triangulations
Kevin Buchin, Olivier Devillers, Wolfgang Mulzer, Okke Schrijvers, Jonathan Richard Shewchuk
ESA2
2013 Practical distribution-sensitive point location in triangulations
Pedro Machado Manhães de Castro, Olivier Devillers
Comput. Aided Geom. Des.2
2013 Oja centers and centers of gravity
Dan Chen 0003, Olivier Devillers, John Iacono, Stefan Langerman, Pat Morin
Comput. Geom.2
2012 Canonical Ordering for Triangulations on the Cylinder, with Applications to Periodic Straight-Line Drawings
Luca Castelli Aleardi, Olivier Devillers, Éric Fusy
GD2
2012 A Tight Bound for the Delaunay Triangulation of Points on a Polyhedron
Nina Amenta, Dominique Attali, Olivier Devillers
Discret. Comput. Geom.3
2011 Simple and Efficient Distribution-Sensitive Point Location, in Triangulations
abstract
We analyze, implement, and evaluate a distributionsensitive point location algorithm based on the classical Jump & Walk, called Keep, Jump, & Walk.For a batch of query points, the main idea is to use previous queries to improve the current one.In practice, Keep, Jump, & Walk is actually a very competitive method to locate points in a triangulation.Regarding point location in a Delaunay triangulation, we show how the Delaunay hierarchy can be used to answer, under some hypotheses, a query q with a O(log #(pq)) randomized expected complexity, where p is a previously located query and #(s) indicates the number of simplices crossed by the line segment s.The Delaunay hierarchy has O(n log n) time complexity and O(n) memory complexity in the plane, and under certain realistic hypotheses these complexities generalize to any finite dimension.Finally, we combine the good distribution-sensitive behavior of Keep, Jump, & Walk, and the good complexity of the Delaunay hierarchy, into a novel point location algorithm called Keep, Jump, & Climb.To the best of our knowledge, Keep, Jump, & Climb is the first practical distributionsensitive algorithm that works both in theory and in practice for Delaunay triangulations.
Pedro Machado Manhães de Castro, Olivier Devillers
ALENEX2
2011 A pedagogic JavaScript program for point location strategies
abstract
Point location in triangulations is a classical problem in computational geometry. And walking in a triangulation is often used as the starting point for several nice point location strategies. We present a pedagogic JavaScript program demonstrating some of these strategies, which is available at: www-sop.inria.fr/geometrica/demo/point location strategies/
Olivier Devillers, Pedro Machado Manhães de Castro
SCG1
2011 Explicit Array-Based Compact Data Structures for Triangulations
Luca Castelli Aleardi, Olivier Devillers
ISAAC2
2011 Vertex removal in two-dimensional Delaunay triangulation: Speed-up by low degrees optimization
Olivier Devillers
Comput. Geom.1
2011 Perturbations for Delaunay and weighted Delaunay 3D triangulations
Olivier Devillers, Monique Teillaud
Comput. Geom.1
2009 Incremental construction of the delaunay triangulation and the delaunay graph in medium dimension
abstract
We describe a new implementation of the well-known incremental algorithm for constructing Delaunay triangulations in any dimension. Our implementation follows the exact computing paradigm and is fully robust. Extensive comparisons show that our implementation outperforms the best currently available codes for exact convex hulls and Delaunay triangulations, compares very well to the fast non-exact QHull implementation and can be used for quite big input sets in spaces of dimensions up to 6. To circumvent prohibitive memory usage, we also propose a modification of the algorithm that uses and stores only the Delaunay graph (the edges of the full triangulation). We show that a careful implementation of the modified algorithm performs only 6 to 8 times slower than the original algorithm while drastically reducing memory usage in dimension 4 or above.
Jean-Daniel Boissonnat, Olivier Devillers, Samuel Hornus
SCG2
2009 Filtering Relocations on a Delaunay Triangulation
abstract
Abstract Updating a Delaunay triangulation when its vertices move is a bottleneck in several domains of application. Rebuilding the whole triangulation from scratch is surprisingly a very viable option compared to relocating the vertices. This can be explained by several recent advances in efficient construction of Delaunay triangulations. However, when all points move with a small magnitude, or when only a fraction of the vertices move, rebuilding is no longer the best option. This paper considers the problem of efficiently updating a Delaunay triangulation when its vertices are moving under small perturbations. The main contribution is a set of filters based upon the concept of vertex tolerances. Experiments show that filtering relocations is faster than rebuilding the whole triangulation from scratch under certain conditions.
Pedro Machado Manhães de Castro, Jane Tournois, Pierre Alliez, Olivier Devillers
Comput. Graph. Forum4
2009 On the complexity of umbra and penumbra
Julien Demouth, Olivier Devillers, Hazel Everett, Marc Glisse, Sylvain Lazard, Raimund Seidel
Comput. Geom.2
2009 Helly-Type Theorems for Approximate Covering
Julien Demouth, Olivier Devillers, Marc Glisse, Xavier Goaoc
Discret. Comput. Geom.2
2008 Helly-type theorems for approximate covering
abstract
Let F ∪ {U} be a collection of convex sets in Rd such that F covers U. We show that if the elements of F and U have comparable size, in the sense that each contains a ball of radius r and is contained in a ball of radius R for some fixed r and R, then for any ε > 0 there exists Hε ⊂ F, whose size |Hε| is polynomial in 1/ε and independent of |F|, that covers U except for a volume of at most ε. The size of the smallest such subset depends on the geometry of the elements of F; specifically, we prove that it is O(1/ε) when F consists of axis-parallel unit squares in the plane and Õ(ε1--d/2) when F consists of unit balls in Rd (here, Õ(n) means O(n log n) for some constant), and that these bounds are, in the worst-case, tight up to the logarithmic factors.
Julien Demouth, Olivier Devillers, Marc Glisse, Xavier Goaoc
SCG2
2008 Predicates for line transversals to lines and line segments in three-dimensional space
abstract
When an observer is in a 3D scene, a topological change in the view arises when the line of sight is tangent to four objects. If we consider polyhedral scenes, the relevant lines of sight are transversals to some edges of the polyhedra. In this paper we investigate predicates about visibility events arising in this context. Namely, we consider the predicates for counting the number of line transversals to lines and segments in 3D and the predicate for determining whether a line of sight is intersected by a triangle. We also consider a predicate that order these visibility events in the rotating plane-sweep algorithm of Brönnimann et al. (2007)
Olivier Devillers, Marc Glisse, Sylvain Lazard
SCG1
2008 Empty-ellipse graphs
Olivier Devillers, Jeff Erickson 0001, Xavier Goaoc
SODA1
2008 Succinct representations of planar maps
Luca Castelli Aleardi, Olivier Devillers, Gilles Schaeffer
Theor. Comput. Sci.2
2007 Between umbra and penumbra
abstract
Computing shadow boundaries is a difficult problem in the case of non-pointlight sources. A point is in the umbra if it does not see any part of anylight source; it is in full light if it sees entirely all the light sources;otherwise, it is in the penumbra. While the common boundary of the penumbraand the full light is well understood, less is known about the boundary of theumbra. In this paper we prove various bounds on the complexity of the umbra andthe penumbra cast by a segment or polygonal light source on a plane in the presence ofpolygon or polytope obstacles. In particular, we show that a single segment light source may cast on a plane, in thepresence of two triangles, four connected components of umbra and that two fatconvex obstacles of total complexity n can engender Ω(n) connectedcomponents of umbra. In a scene consisting of a segment light source and kdisjoint polytopes of total complexity n, we prove an Ω(nk2+k4)lower bound on the maximum number of connected components of the umbra and a O(nk3) upper bound on its complexity. We also prove that, in the presence of kdisjoint polytopes of total complexity n, some of which being light sources,the umbra cast on a plane may have Ω(n2k3 +nk5) connected components and has complexity O(n3k3).These are the first bounds on the size of the umbra in terms of both k and n. These results prove that the umbra, which is bounded by arcs of conics,is intrinsically much more intricate than the full light/penumbra boundary whichis bounded by linesegments and whose worst-case complexity is in Ω(nα(k) +km +k2) and O(nα(k) + kmα(k) +k2), where m is the complexity of the polygonallight source.
Julien Demouth, Olivier Devillers, Hazel Everett, Marc Glisse, Sylvain Lazard, Raimund Seidel
SCG2
2007 Complexity of Delaunay triangulation for points on lower-dimensional polyhedra
Nina Amenta, Dominique Attali, Olivier Devillers
SODA3
2007 Lines Tangent to Four Triangles in Three-Dimensional Space
Hervé Brönnimann, Olivier Devillers, Sylvain Lazard, Frank Sottile
Discret. Comput. Geom.2
2007 Lines and Free Line Segments Tangent to Arbitrary Three-Dimensional Convex Polyhedra
abstract
Motivated by visibility problems in three dimensions, we investigate the complexity and construction of the set of tangent lines in a scene of three-dimensional polyhedra. We prove that the set of lines tangent to four possibly intersecting convex polyhedra in $\mathbb{R}^3$ with a total of n edges consists of $\Theta(n^2)$ connected components in the worst case. In the generic case, each connected component is a single line, but our result still holds for arbitrarily degenerate scenes. More generally, we show that a set of k possibly intersecting convex polyhedra with a total of n edges admits, in the worst case, $\Theta(n^2k^2)$ connected components of maximal free line segments tangent to at least four polytopes. Furthermore, these bounds also hold for possibly occluded lines rather than maximal free line segments. Finally, we present an $O(n^2 k^2 \log n)$ time and $O(nk^2)$ space algorithm that, given a scene of k possibly intersecting convex polyhedra, computes all the minimal free line segments that are tangent to any four of the polytopes and are isolated transversals to the set of edges they intersect; in particular, we compute at least one line segment per connected component of tangent lines.
Hervé Brönnimann, Olivier Devillers, Vida Dujmovic, Hazel Everett, Marc Glisse, Xavier Goaoc, Sylvain Lazard, Hyeon-Suk Na, Sue Whitesides
SIAM J. Comput.2
2006 Optimal succinct representations of planar maps
abstract
This paper addresses the problem of representing the connectivity information of geometric objects using as little memory as possible. As opposed to raw compression issues, the focus is here on designing data structures that preserve the possibility of answering incidence queries in constant time. We propose in particular the first optimal representations for 3-connected planar graphs and triangulations, which are the most standard classes of graphs underlying meshes with spherical topology. Optimal means that these representations asymptotically match the respective entropy of the two classes, namely 2 bits per edge for 3-connected planar graphs, and 1.62 bits per triangle or equivalently 3.24 bits per vertex for triangulations.
Luca Castelli Aleardi, Olivier Devillers, Gilles Schaeffer
SCG2
2006 Inner and outer rounding of Boolean operations on lattice polygonal regions
Olivier Devillers, Philippe Guigue
Comput. Geom.1
2005 Drawing Kn in Three Dimensions with One Bend Per Edge
Olivier Devillers, Hazel Everett, Sylvain Lazard, Maria Pentcheva, Stephen K. Wismath
GD1
2005 Farthest Point Seeding for Efficient Placement of Streamlines
abstract
We propose a novel algorithm for placement of streamlines from two-dimensional steady vector or direction fields. Our method consists of placing one streamline at a time by numerical integration starting at the furthest away from all previously placed streamlines. Such a farthest point seeding strategy leads to high quality placements by favoring long streamlines, while retaining uniformity with the increasing density. Our greedy approach generates placements of comparable quality with respect to the optimization approach from Turk and Banks, while being 200 times faster. Simplicity, robustness as well as efficiency is achieved through the use of a Delaunay triangulation to model the streamlines, address proximity queries and determine the biggest voids by exploiting the empty circle property. Our method handles variable density and extends to multiresolution.
Abdelkrim Mebarki, Pierre Alliez, Olivier Devillers
IEEE Visualization3
2005 Succinct Representation of Triangulations with a Boundary
Luca Castelli Aleardi, Olivier Devillers, Gilles Schaeffer
WADS2
2005 Centroidal Voronoi diagrams for isotropic surface remeshing
Pierre Alliez, Éric Colin de Verdière, Olivier Devillers, Martin Isenburg
Graph. Model.3
2004 The number of lines tangent to arbitrary convex polyhedra in 3D
abstract
We prove that the lines tangent to four possibly intersecting convex polyhedra in ℝ3 with n edges in total form Θ(n2) connected components in the worst case. In the generic case, each connected component is a single line, but our result still holds for arbitrary degenerate scenes. More generally, we show that a set of kconvex polyhedra with a total of n edges admits, in the worst case, Θ(n2k2)connected components of (possibly occluded) lines tangent to any four of these polyhedra. We also show a lower bound of Ω(n2k2) on the number of non-occluded maximal line segments tangent to any four of these k convex polyhedra.
Hervé Brönnimann, Olivier Devillers, Vida Dujmovic, Hazel Everett, Marc Glisse, Xavier Goaoc, Sylvain Lazard, Hyeon-Suk Na, Sue Whitesides
SCG2
2004 Inner and outer rounding of set operations on lattice polygonal regions
abstract
Robustness problems due to the substitution of the exact computation on real numbers by the rounded floating pointarithmetic are often an obstacle to obtain practical implementation of geometric algorithms. If the adoption of the exact computation paradigm [13] gives a satisfactory solution to this kind of problemsfor purely combinatorial algorithms this solution does not allow to solvein practice the case of algorithms that cascade the construction of new geometric objects.In this paper we consider the problem of rounding the intersection of two polygonal regionsonto the integer lattice with inclusion properties. Namely given two polygonal regions A and B having their vertices on the integer lattice the inner and outer rounding modesconstruct two polygonal regions with integer vertices such that they respectively are included and containing the exact intersection of A and B. We also prove interesting results on the Hausdorff distance the size and the convexity of these polygonal regions.
Olivier Devillers, Philippe Guigue
SCG1
2003 Efficient Exact Geometric Predicates for Delauny Triangulations
Olivier Devillers, Sylvain Pion
ALENEX1
2003 Isotropic Surface Remeshing
abstract
This paper proposes a new method for isotropic remeshing of triangulated surface meshes. Given a triangulated surface mesh to be resampled and a user-specified density function defined over it, we first distribute the desired number of samples by generalizing error diffusion, commonly used in image halftoning, to work directly on mesh triangles and feature edges. We then use the resulting sampling as an initial configuration for building a weighted centroidal Voronoi tessellation in a conformal parameter space, where the specified density function is used for weighing. We finally create the mesh by lifting the corresponding constrained Delaunay triangulation from parameter space. A precise control over the sampling is obtained through a flexible design of the density function, the latter being possibly low-pass filtered to obtain a smoother gradation. We demonstrate the versatility of our approach through various remeshing examples.
Pierre Alliez, Éric Colin de Verdière, Olivier Devillers, Martin Isenburg
Shape Modeling International3
2003 Perturbations and vertex removal in a 3D delaunay triangulation
Olivier Devillers, Monique Teillaud
SODA1
2003 Chromatic variants of the Erdsos-CSzekeres theorem on points in convex position
Olivier Devillers, Ferran Hurtado, Gyula Károlyi, Carlos Seara
Comput. Geom.1
2003 Circular Cylinders through Four or Five Points in Space
abstract
International audience
Olivier Devillers, Bernard Mourrain, Franco P. Preparata, Philippe Trebuchet
Discret. Comput. Geom.1
2003 The Number of Cylindrical Shells
Olivier Devillers
Discret. Comput. Geom.1
2003 The Expected Number of 3D Visibility Events Is Linear
abstract
In this paper, we show that, amongst n uniformly distributed unit balls in $\mathbb{R}^3$, the expected number of maximal nonoccluded line segments tangent to four balls is linear. Using our techniques we show a linear bound on the expected size of the visibility complex, a data structure encoding the visibility information of a scene, providing evidence that the storage requirement for this data structure is not necessarily prohibitive. These results significantly improve the best previously known bounds of $O(n^{8/3})$ [F. Durand, G. Drettakis, and C. Puech, {ACM Transactions on Graphics}, 21 (2002), pp. 176-206]. Our results generalize in various directions. We show that the linear bound on the expected number of maximal nonoccluded line segments that are not too close to the boundary of the scene and tangent to four unit balls extends to balls of various but bounded radii, to polyhedra of bounded aspect ratio, and even to nonfat three-dimensional objects such as polygons of bounded aspect ratio. We also prove that our results extend to other distributions such as the Poisson distribution. Finally, we indicate how our probabilistic analysis provides new insight on the expected size of other global visibility data structures, notably the aspect graph.
Olivier Devillers, Vida Dujmovic, Hazel Everett, Xavier Goaoc, Sylvain Lazard, Hyeon-Suk Na, Sylvain Petitjean
SIAM J. Comput.1
2003 Anisotropic polygonal remeshing
abstract
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point sampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.
Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Lévy 0001, Mathieu Desbrun
ACM Trans. Graph.3
2002 Splitting a Delaunay Triangulation in Linear Time
Bernard Chazelle, Olivier Devillers, Ferran Hurtado, Mercè Mora, Vera Sacristán Adinolfi, Monique Teillaud
Algorithmica2
2002 Triangulations in CGAL
Jean-Daniel Boissonnat, Olivier Devillers, Sylvain Pion, Monique Teillaud, Mariette Yvinec
Comput. Geom.2
2002 Algebraic methods and arithmetic filtering for exact predicates on circle arcs
Olivier Devillers, Alexandra Fronville, Bernard Mourrain, Monique Teillaud
Comput. Geom.1
2002 Rounding Voronoi diagram
Olivier Devillers, Pierre-Marie Gandoin
Theor. Comput. Sci.1
2002 Progressive lossless compression of arbitrary simplicial complexes
abstract
Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or "nearly manifold". We propose here a progressive geometry compression scheme which can handle manifold models as well as "triangle soups" and 3D tetrahedral meshes. The method is lossless when the decompression is complete which is extremely important in some domains such as medical or finite element.While most existing methods enumerate the vertices of the mesh in an order depending on the connectivity, we use a kd-tree technique [Devillers and Gandoin 2000] which does not depend on the connectivity. Then we compute a compatible sequence of meshes which can be encoded using edge expansion [Hoppe et al. 1993] and vertex split [Popović and Hoppe 1997].The main contributions of this paper are: the idea of using the kd-tree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of the edge expansion operation to tetrahedral meshes.
Pierre-Marie Gandoin, Olivier Devillers
ACM Trans. Graph.2
2001 Walking in a triangulation
abstract
Given a triangulation in the plane or a tetrahedralization in 3-space, we investigate the efficiency of locating a point by walking in the structure with different strategies.
Olivier Devillers, Sylvain Pion, Monique Teillaud
SCG1
2001 Splitting a Delaunay Triangulation in Linear Time
Bernard Chazelle, Olivier Devillers, Ferran Hurtado, Mercè Mora, Vera Sacristán Adinolfi, Monique Teillaud
ESA2
2001 Circular Separability of Polygons
Jean-Daniel Boissonnat, Jurek Czyzowicz, Olivier Devillers, Mariette Yvinec
Algorithmica3
2000 Triangulations in CGAL (extended abstract)
abstract
This paper presents the main algorithmic and design choices that have been made to implement triangulations in the computational geometry algorithms library CGAL.
Jean-Daniel Boissonnat, Olivier Devillers, Monique Teillaud, Mariette Yvinec
SCG2
2000 Algebraic methods and arithmetic filtering for exact predicates on circle arcs
abstract
The purpose of this paper is to present a new method to design exact geometric predicates in algorithms dealing with curved objects such as circular arcs.We focus on the comparison of the abscissae of two intersection points of circle arcs, which is known to be a difficult predicate involved in the computation of arrangements of circle arcs.We present an algorithm for deciding the x-order of intersections from the signs of the coefficients of a polynomial, obtained by a general approach based on resultants.This method allows the use of efficient arithmetic and filtering techniques leading to fast implementation as shown by the experimental results. I. INTRODUCTIONImplementing geometric algorithms is difficult because the decisions made by such algorithms are taken on the basis of simple geometric questions, called predicates, solved by the evaluation of continuous functions subject to rounding errors, though the algorithms are basically of combinatorial and discrete nature.For example, the sweep line paradigm is a combinatorial algorithm relying on predicates such as x-comparisons.The use of floating point arithmetic to evaluate predicates often produces inconsistencies.For instance, plane sweep algorithms, which are basic tools in computational geometry, are known to be very sensitive to numerical errors: when computing arrangements of curves, a plane sweep algorithm needs to sort intersection points between curves by x coordinates, and if, due to erroneous numerical computations, the x comparison test is not transitive, the algorithm may crash.To cope with this problem, people may either work on the *This research
Olivier Devillers, Alexandra Fronville, Bernard Mourrain, Monique Teillaud
SCG1
2000 Evaluating the cylindricity of a nominally cylindrical point set
Olivier Devillers, Franco P. Preparata
SODA1
2000 Geometric compression for interactive transmission
abstract
The compression of geometric structures is a relatively new field of data compression. Since about 1995, several articles have dealt with the coding of meshes, using for most of them the following approach: the vertices of the mesh are coded in an order that partially contains the topology of the mesh. In the same time, some simple rules attempt to predict the position of each vertex from the positions of its neighbors that have been previously coded. We describe a compression algorithm whose principle is completely different: the coding order of the vertices is used to compress their coordinates, and then the topology of the mesh is reconstructed from the vertices. This algorithm achieves compression ratios that are slightly better than those of the currently available algorithms, and moreover, it allows progressive and interactive transmission of the meshes.
Olivier Devillers, Pierre-Marie Gandoin
IEEE Visualization1
2000 Motion Planning of Legged Robots
abstract
We study the problem of computing the free space ${\cal F}$ of a simple legged robot called the spider robot. The body of this robot is a single point and the legs are attached to the body. The robot is subject to two constraints: each leg has a maximal extension R (accessibility constraint) and the body of the robot must lie above the convex hull of its feet (stability constraint). Moreover, the robot can only put its feet on some regions, called the foothold regions. The free space ${\mathcal{F}}$ is the set of positions of the body of the robot such that there exists a set of accessible footholds for which the robot is stable. We present an efficient algorithm that computes ${\cal F}$ in $O(n^2\log n)$ time using $O(n^2\alpha(n))$ space for n discrete point footholds where $\alpha(n)$ is an extremely slowly growing function ($\alpha(n)\leq 3$ for any practical value of n). We also present an algorithm for computing ${\cal F}$ when the foothold regions are pairwise disjoint polygons with n edges in total. This algorithm computes ${\cal F}$ in $O(n^2\alpha_8(n)\log n)$ time using $O(n^2\alpha_8(n))$ space. ($\alpha_8(n)$ is also an extremely slowly growing function.) These results are close to optimal since $\Omega(n^2)$ is a lower bound for the size of ${\cal F}$.
Jean-Daniel Boissonnat, Olivier Devillers, Sylvain Lazard
SIAM J. Comput.2
1999 Programming with CGAL: The Example of Triangulations
abstract
No abstract available.
Jean-Daniel Boissonnat, Frédéric Cazals, Frank Da, Olivier Devillers, Sylvain Pion, François Rebufat, Monique Teillaud, Mariette Yvinec
SCG4
1999 On Deletion in Delaunay Triangulations
abstract
This paper presents how the space of spheres and shelling may be used to delete a point from a d-dimensional triangulation efficiently.In dimension two, if Ic is the degree of the deleted vertex, the complexity is O( Ic log Ic), but we notice that this number only applies to low cost operations, while time consuming computations are only done a linear number of times.This algorithm may be viewed as a variation of Heller's algorithm [He190, Mid93], which is popular in the geographic information system community.Unfortunately, Heller algorithm is false, as explained in this paper.
Olivier Devillers
SCG1
1999 Convex tours of bounded curvature
Jean-Daniel Boissonnat, Jurek Czyzowicz, Olivier Devillers, Jean-Marc Robert 0001, Mariette Yvinec
Comput. Geom.3
1999 Further results on arithmetic filters for geometric predicates
Olivier Devillers, Franco P. Preparata
Comput. Geom.1
1998 Improved Incremental Randomized Delaunay Triangulation
abstract
International audience
Olivier Devillers
SCG1
1998 Checking the convexity of polytopes and the planarity of subdivisions
Olivier Devillers, Giuseppe Liotta, Franco P. Preparata, Roberto Tamassia
Comput. Geom.1
1998 A Probabilistic Analysis of the Power of Arithmetic Filters
Olivier Devillers, Franco P. Preparata
Discret. Comput. Geom.1
1998 Computing the Maximum Overlap of Two Convex Polygons under Translations
Mark de Berg, Otfried Cheong, Olivier Devillers, Marc J. van Kreveld, Monique Teillaud
Theory Comput. Syst.3
1997 Checking the Convexity of Polytopes and the Planarity of Subdivisions (Extended Abstract)
Olivier Devillers, Giuseppe Liotta, Franco P. Preparata, Roberto Tamassia
WADS1
1997 Evaluating Signs of Determinants Using Single-Precision Arithmetic
Francis Avnaim, Jean-Daniel Boissonnat, Olivier Devillers, Franco P. Preparata, Mariette Yvinec
Algorithmica3
1997 Computing a Single Cell in the Overlay of Two Simple Polygons
Mark de Berg, Olivier Devillers, Katrin Dobrindt, Otfried Cheong
Inf. Process. Lett.2
1996 Computing the Maximum Overlap of Two Convex Polygons Under Translations
Mark de Berg, Olivier Devillers, Marc J. van Kreveld, Otfried Cheong, Monique Teillaud
ISAAC2
1996 Optimal Line Bipartitions of Point Sets
Olivier Devillers, Matthew J. Katz
ISAAC1
1996 An Algorithm for Constructing the Convex Hull of a Set of Spheres in Dimension D
Jean-Daniel Boissonnat, André Cérézo, Olivier Devillers, Jacqueline Duquesne, Mariette Yvinec
Comput. Geom.3
1996 Queries on Voronoi Diagrams of Moving Points
Olivier Devillers, Mordecai J. Golin, Klara Kedem, Stefan Schirra
Comput. Geom.1
1996 An Introduction to Randomization in Computational Geometry
Olivier Devillers
Theor. Comput. Sci.1
1995 Evaluation of a New Method to Compute Signs of Determinants
abstract
No abstract available.
Francis Avnaim, Jean-Daniel Boissonnat, Olivier Devillers, Franco P. Preparata, Mariette Yvinec
SCG3
1995 Circular Separability of Polygon
Jean-Daniel Boissonnat, Jurek Czyzowicz, Olivier Devillers, Mariette Yvinec
SODA3
1995 Incremental Algorithms for Finding the Convex Hulls of Circles and the Lower Envelopes of Parabolas
Olivier Devillers, Mordecai J. Golin
Inf. Process. Lett.1
1994 Convex Tours on Bounded Curvature
Jean-Daniel Boissonnat, Jurek Czyzowicz, Olivier Devillers, Jean-Marc Robert 0001, Mariette Yvinec
ESA3
1994 From Spider Robots to Half Disk Robots
abstract
Studies the problem of computing the set F of accessible and stable placements of a spider robot. The body of this robot is a single point and the legs are line segments attached to the body. The robot can only put its feet on some regions, called the foothold regions. Moreover, the robot is subject to two constraints: each leg has a maximal extension R (accessibility constraint) and the body of the robot must lie above the convex hull of its feet (stability constraint). The authors present an efficient algorithm to compute F. If the foothold regions are polygons with n edges in total, the authors' algorithm computes F in O(n/sup 2/ log n) time and O(n/sup 2//spl alpha/(n)) space where /spl alpha/ is the inverse of Ackerman's function. /spl Omega/(n/sup 2/) is a lower bound for the size of F.>
Jean-Daniel Boissonnat, Olivier Devillers, Sylvain Lazard
ICRA2
1993 Dog Bites Postman: Point Location in the Moving Voronoi Diagram and Related Problems
Olivier Devillers, Mordecai J. Golin
ESA1
1993 Scalable Algorithms for Bichromatic Line Segment Intersection Problems on Coarse Grained Multicomputers
Olivier Devillers, Andreas Fabri
WADS1
1993 A Semidynamic Construction of Higher-Order Voronoi Diagrams and Its Randomized Analysis
Jean-Daniel Boissonnat, Olivier Devillers, Monique Teillaud
Algorithmica2
1992 Stable Placements for Spider Robots
abstract
We study the problem of computing the set of admissible and stable placements of spider robots, a simple case of legged robots. The environment consists of a set of n points in the plane representing authorized footholds. We show that the space of admissible and stable placements of such robots has size θ(n2) and can be constructed in O(n2 log n) time and O(n2) space. We give also efficient algorithms for several related problems.
Jean-Daniel Boissonnat, Olivier Devillers, LeonBattista Donati, Franco P. Preparata
SCG2
1992 Motion planning for spider robots
abstract
The authors consider a simple instance of the problem of planning motions of legged robots. The robot is modeled as a point where all its legs are attached, and the footholds where the robot can securely place its feet consist of a set of points in the plane. Efficient algorithms to compute stable motions in such situations are presented.>
Jean-Daniel Boissonnat, Olivier Devillers, LeonBattista Donati, Franco P. Preparata
ICRA2
1992 Fully Dynamic Delaunay Triangulation in Logarithmic Expected Time Per Operation
Olivier Devillers, Stefan Meiser, Monique Teillaud
Comput. Geom.1
1992 Applications of Random Sampling to On-line Algorithms in Computational Geometry
Jean-Daniel Boissonnat, Olivier Devillers, René Schott, Monique Teillaud, Mariette Yvinec
Discret. Comput. Geom.2
1991 Fully Dynamic Delauney Triangulation in Logarithmic Expected Time per Operation
Olivier Devillers, Stefan Meiser, Monique Teillaud
WADS1
1989 The Macro-Regions: An Efficient Space Subdivision Structure for Ray Tracing
abstract
Ray tracing is the usual image synthesis technique which allows rendering of specular effects. The use of space subdivision for ray tracing optimization is studied. A new method of subdivision is proposed : the macro-regions. This structure allows a different treatement of the regions with a low density of information, and the regions with a high density of information. A theoretical and practical study of space subdivision methods -grid, octree- and the macro-regions structure is presented.
Olivier Devillers
Eurographics1