Demo Data from EDBT 2026 / reviewers in the wild / expert
Mitsunori Hirata
dblp:44/3680
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 1996
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Systems, architecture and hardware · 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
1 paper |
Geometric modeling and processing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › collision detection › distance computation
closest point computation |
0.0 | 1 | 1996 | Efficient collision detection using fast distance-calculation algorithms for convex and non-convex objects · ICRA 1996 |
Geometric modeling and processing
collision detection |
0.0 | 1 | 1996 | Efficient collision detection using fast distance-calculation algorithms for convex and non-convex objects · ICRA 1996 |
Geometric modeling and processing › collision detection
distance computation |
0.0 | 1 | 1996 | Efficient collision detection using fast distance-calculation algorithms for convex and non-convex objects · ICRA 1996 |
Methods — techniques the papers use, named apart from their topics
nearest neighbor search · 0.0distance calculation algorithms · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1996 | Efficient collision detection using fast distance-calculation algorithms for convex and non-convex objectsabstractThis paper describes a practical and efficient collision detection algorithm for non-convex objects in R/sup 3/. The algorithm is based on two other distance calculation algorithms: one is for convex polyhedra and the other is for non-convex polyhedra. The applied algorithm is switched between convex and non-convex, according to the distance between the objects. The closest points between the objects are followed continuously in time and can be calculated by searching for the nearest neighbors of the previous closest points. This feature greatly improves the distance calculation speed and makes it possible, for instance, to pick and move an object with a mouse, interactively getting the distance between the object and other objects. The algorithm is implemented in C++, and embedded in a series of C++ class libraries for a graphic simulation system-which the authors have named ContactScope. Yuichi Sato, Mitsunori Hirata, Tsugito Maruyama, Yuichi Arita |
ICRA | 2 |