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Chris Gray

dblp:97/6190 · DBLP profile ↗
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15ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

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

Theory of computation · 7 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 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.

Theoretical computer science
4 papers
Computational geometry · 84% Computational complexity · 16%
Computer graphics and multimedia
1 paper
Computational fabrication · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry › geometric data structures › intersection searching
ray shooting
0.232008
Vertical Ray Shooting and Computing Depth Orders for Fat Objects · SIAM J. Comput. 2008
Vertical ray shooting and computing depth orders for fat objects · SODA 2006
Ray shooting and intersection searching amidst fat convex polyhedra in 3-space · SCG 2006
Computational geometry › graph drawing
depth order
0.122008
Vertical Ray Shooting and Computing Depth Orders for Fat Objects · SIAM J. Comput. 2008
Vertical ray shooting and computing depth orders for fat objects · SODA 2006
Computational geometry
geometric data structures
0.122008
Vertical Ray Shooting and Computing Depth Orders for Fat Objects · SIAM J. Comput. 2008
Vertical ray shooting and computing depth orders for fat objects · SODA 2006
Computational geometry › geometric data structures › intersection searching › ray shooting
vertical ray shooting
0.122008
Vertical Ray Shooting and Computing Depth Orders for Fat Objects · SIAM J. Comput. 2008
Vertical ray shooting and computing depth orders for fat objects · SODA 2006
Computational complexity › hardness of approximation
geometric hardness
0.112008
Cutting cycles of rods in space: hardness and approximation · SODA 2008
Computational complexity
hardness of approximation
0.112008
Cutting cycles of rods in space: hardness and approximation · SODA 2008
Computational geometry › combinatorial geometry › geometric set systems
fat objects
0.112006
Vertical ray shooting and computing depth orders for fat objects · SODA 2006
Computational geometry › geometric data structures
intersection searching
0.112006
Ray shooting and intersection searching amidst fat convex polyhedra in 3-space · SCG 2006

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

geometric algorithms · 0.1data structures · 0.1geometric data structures · 0.1
YearPublicationVenuePosition
2020 Increasing Small Unmanned Aerial System Real-Time Autonomy
abstract
The ability to collect and assess different types of data from Unmanned Aerial Systems in real-time or near real-time is still a difficult challenge. Issues faced can include significant computation times, signal strength and wireless transmission delays or limitations, open source software versus proprietary data, etc. To attempt to remedy such issues, we aim for achieving on-board capabilities for automatic object detection, image analysis, and adaptable situational assessment. The result is real-time comparison between flights as well as preliminary data assessment using techniques from topological data analysis.
Richard Carney, Monique Chyba, Chris Gray, Julian Pereda, Elizabeth Swantek, Alan Tong, Kyungim Baek, William Koch, Guylaine Poisson, Ryan L. Perroy, Timothy Sullivan, Charlie Tommy, Norman Lay, Kamal Oudrihi
IGARSS3
2020 Multi-Agents Path Planning for a Swarm of Unmanned Aerial Vehicles
abstract
The objective of swarms is to enable multiple agents to collaborate toward a common goal, as one would find in a remote sensing setting. In this paper we focus on swarms of unmanned aerial vehicles (UAVs), which for instance have an objective to optimize the survey of a prescribed area and/or the detection of a specific object. Instructing each individual agent from a central command control quickly becomes inefficient, even for small groups of agents. Agreement protocol is done locally by the multi-agents without external user input. Because of the wide variety of conditions UAVs can face, the algorithm needs to be robust despite external disturbances.
Richard Carney, Monique Chyba, Chris Gray, A. Zachary Trimble
IGARSS3
2014 Triangulating and guarding realistic polygons
Greg Aloupis, Prosenjit Bose, Vida Dujmovic, Chris Gray, Stefan Langerman, Bettina Speckmann
Comput. Geom.4
2012 Removing local extrema from imprecise terrains
Chris Gray, Frank Kammer, Maarten Löffler, Rodrigo I. Silveira
Comput. Geom.1
2010 Evacuation of Rectilinear Polygons
Sándor P. Fekete, Chris Gray, Alexander Kröller
COCOA (1)2
2010 Decompositions and boundary coverings of non-convex fat polyhedra
Mark de Berg, Chris Gray
Comput. Geom.2
2010 Computing the visibility map of fat objects
Mark de Berg, Chris Gray
Comput. Geom.2
2008 Decompositions and Boundary Coverings of Non-convex Fat Polyhedra
Mark de Berg, Chris Gray
ESA2
2008 Cutting cycles of rods in space: hardness and approximation
Boris Aronov, Mark de Berg, Chris Gray, Elena Mumford
SODA3
2008 Smoothing Imprecise 1.5D Terrains
Chris Gray, Maarten Löffler, Rodrigo I. Silveira
WAOA1
2008 Ray shooting and intersection searching amidst fat convex polyhedra in 3-space
Boris Aronov, Mark de Berg, Chris Gray
Comput. Geom.3
2008 Vertical Ray Shooting and Computing Depth Orders for Fat Objects
abstract
We present new results for three problems dealing with a set $\mathcal{P}$ of n convex constant-complexity fat polyhedra in 3-space. (i) We describe a data structure for vertical ray shooting in $\mathcal{P}$ that has $O(\log^2 n)$ query time and uses $O(n\log^2 n)$ storage. (ii) We give an algorithm to compute in $O(n\log^3 n)$ time a depth order on $\mathcal{P}$ if it exists. (iii) We give an algorithm to verify in $O(n\log^3 n)$ time whether a given order on $\mathcal{P}$ is a valid depth order. All three results improve on previous results.
Mark de Berg, Chris Gray
SIAM J. Comput.2
2007 Computing the Visibility Map of Fat Objects
Mark de Berg, Chris Gray
WADS2
2006 Ray shooting and intersection searching amidst fat convex polyhedra in 3-space
abstract
We present a data structure for ray-shooting queries in a set of convex fat polyhedra of total complexity n in R3. The data structure uses O(n2+ε) storage and preprocessing time, and queries can be answered in O(log2 n) time. A trade-off between storage and query time is also possible: for any m with n < m < n2, we can construct a structure that uses O(m1+ε) storage and preprocessing time such that queries take O((n/√m)log2 n) time.We also describe a data structure for simplex intersection queries in a set of n convex fat constant-complexity polyhedra in R3. For any m with n < m < n3, we can construct a structure that uses O(m1+ε) storage and preprocessing time such that all polyhedra intersecting a query simplex can be reported in O((n/m1/3)log n+k) time, where k is the number of answers.
Boris Aronov, Mark de Berg, Chris Gray
SCG3
2006 Vertical ray shooting and computing depth orders for fat objects
Mark de Berg, Chris Gray
SODA2