Demo Data from EDBT 2026 / reviewers in the wild / expert
Scott A. Mitchell
dblp:55/1911
· DBLP profile ↗
33ranked-venue papers
12as first author
3since 2021 · last 2023
0000-0003-3710-4500ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 19 · 5 first-author · 3 since 2021Theory of computation · 12 · 6 first-authorSecurity and privacy · 1Databases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
10 papers |
Geometric modeling and processing · 72% Rendering · 25% Computational photography and imaging · 3% | |
| Theoretical computer science
11 papers |
Computational geometry · 100% |
Topics — the 23 heaviest of 25, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
mesh generation |
2.0 | 4 | 2023 | Not so HOT Triangulations · Comput. Aided Des. 2023 Incremental Interval Assignment by Integer Linear Algebra with Improvements · Comput. Aided Des. 2023 VoroCrust: Voronoi Meshing Without Clipping · ACM Trans. Graph. 2020 |
Computational geometry
mesh generation |
0.8 | 10 | 2018 | VoroCrust Illustrated: Theory and Challenges (Multimedia Exposition) · SoCG 2018 Sampling Conditions for Conforming Voronoi Meshing by the VoroCrust Algorithm · SoCG 2018 Efficient and good Delaunay meshes from random points · Comput. Aided Des. 2011 |
Geometric modeling and processing › computational geometry › polygonal partitioning
triangulation |
0.7 | 1 | 2023 | Not so HOT Triangulations · Comput. Aided Des. 2023 |
Rendering
sampling |
0.6 | 3 | 2018 | Spoke-Darts for High-Dimensional Blue-Noise Sampling · ACM Trans. Graph. 2018 k-d Darts: Sampling by k-dimensional flat searches · ACM Trans. Graph. 2014 Efficient maximal poisson-disk sampling · ACM Trans. Graph. 2011 |
Geometric modeling and processing › mesh generation › volumetric mesh generation
polyhedral meshing |
0.5 | 2 | 2020 | VoroCrust: Voronoi Meshing Without Clipping · ACM Trans. Graph. 2020 VoroCrust Illustrated: Theory and Challenges (Multimedia Exposition) · SoCG 2018 |
Rendering › sampling
blue noise sampling |
0.3 | 1 | 2018 | Spoke-Darts for High-Dimensional Blue-Noise Sampling · ACM Trans. Graph. 2018 |
Computational geometry › geometric modeling and processing › point cloud analysis › geometric reconstruction
surface reconstruction |
0.3 | 1 | 2018 | Sampling Conditions for Conforming Voronoi Meshing by the VoroCrust Algorithm · SoCG 2018 |
Rendering › sampling › point sampling
poisson disk sampling |
0.3 | 2 | 2014 | k-d Darts: Sampling by k-dimensional flat searches · ACM Trans. Graph. 2014 Efficient maximal poisson-disk sampling · ACM Trans. Graph. 2011 |
Computational photography and imaging
depth of field |
0.2 | 1 | 2014 | k-d Darts: Sampling by k-dimensional flat searches · ACM Trans. Graph. 2014 |
Geometric modeling and processing
point cloud processing |
0.2 | 1 | 2014 | Improving spatial coverage while preserving the blue noise of point sets · Comput. Aided Des. 2014 |
Rendering
ray tracing |
0.2 | 1 | 2014 | k-d Darts: Sampling by k-dimensional flat searches · ACM Trans. Graph. 2014 |
Computational geometry
voronoi diagram |
0.1 | 1 | 2020 | VoroCrust: Voronoi Meshing Without Clipping · ACM Trans. Graph. 2020 |
Geometric modeling and processing › mesh generation › delaunay triangulation
delaunay meshing |
0.1 | 1 | 2011 | Efficient and good Delaunay meshes from random points · Comput. Aided Des. 2011 |
Geometric modeling and processing
unbiased sampling |
0.1 | 1 | 2011 | Efficient maximal poisson-disk sampling · ACM Trans. Graph. 2011 |
Geometric modeling and processing › mesh generation
quadrilateral mesh |
0.1 | 1 | 2017 | All-quad meshing without cleanup · Comput. Aided Des. 2017 |
Computational science and engineering
uncertainty quantification |
0.1 | 1 | 2014 | k-d Darts: Sampling by k-dimensional flat searches · ACM Trans. Graph. 2014 |
Computational geometry
triangulation |
0.1 | 3 | 2000 | Quality Mesh Generation in Higher Dimensions · SIAM J. Comput. 2000 An Aspect Ratio Bound for Triangulating a d-Grid Cut by a Hyperplane (Extended Abstract) · SCG 1996 Refining a Triangulation of a Planar Straight-Line Graph to Eliminate Large Angles · FOCS 1993 |
Computational geometry › mesh generation
quality mesh generation |
0.0 | 2 | 2000 | Quality Mesh Generation in Higher Dimensions · SIAM J. Comput. 2000 Quality Mesh Generation in Three Dimensions · SCG 1992 |
Computational geometry › mesh generation
quadrilateral mesh |
0.0 | 1 | 1997 | Choosing Corners of Rectangles for Mapped Meshing · SCG 1997 |
Computational geometry › mesh generation
nonobtuse triangulation |
0.0 | 1 | 1994 | Linear-Size Nonobtuse Triangulation of Polygons · SCG 1994 |
Computational geometry › triangulation
polygon triangulation |
0.0 | 1 | 1994 | Linear-Size Nonobtuse Triangulation of Polygons · SCG 1994 |
Computational geometry
steiner points |
0.0 | 1 | 1993 | Refining a Triangulation of a Planar Straight-Line Graph to Eliminate Large Angles · FOCS 1993 |
Computational geometry › mesh generation
delaunay refinement |
0.0 | 1 | 1992 | Quality Mesh Generation in Three Dimensions · SCG 1992 |
Methods — techniques the papers use, named apart from their topics
voronoi diagram · 1.0voronoi refinement · 0.9sizing field · 0.9line sampling · 0.7integer linear algebra · 0.7HOT triangulation · 0.7k-d dart sampling · 0.4local feature size · 0.3advancing front · 0.3mesh cleanup avoidance · 0.3delaunay triangulation · 0.2mesh optimization · 0.1quadtree · 0.0finite element method · 0.0constructive technique · 0.0affine subspace displacement · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Incremental Interval Assignment by Integer Linear Algebra with Improvements
Scott A. Mitchell |
Comput. Aided Des. | 1 |
| 2023 | Not so HOT Triangulations
Scott A. Mitchell, Patrick M. Knupp, Sarah Mackay, Michael F. Deakin |
Comput. Aided Des. | 1 |
| 2022 | Deterministic Linear Time for Maximal Poisson-Disk Sampling using Chocks without Rejection or ApproximationabstractAbstract We show how to sample uniformly within the three‐sided region bounded by a circle, a radial ray, and a tangent, called a “chock.” By dividing a 2D planar rectangle into a background grid, and subtracting Poisson disks from grid squares, we are able to represent the available region for samples exactly using triangles and chocks. Uniform random samples are generated from chock areas precisely without rejection sampling. This provides the first implemented algorithm for precise maximal Poisson‐disk sampling in deterministic linear time. We prove O(n · M(b) log b), where n is the number of samples, b is the bits of numerical precision and M is the cost of multiplication. Prior methods have higher time complexity, take expected time, are non‐maximal, and/or are not Poisson‐disk distributions in the most precise mathematical sense. We fill this theoretical lacuna. Scott A. Mitchell |
Comput. Graph. Forum | 1 |
| 2020 | Editorial: IMR2018
Xevi Roca, Adrien Loseille, Scott A. Mitchell |
Comput. Aided Des. | 3 |
| 2020 | VoroCrust: Voronoi Meshing Without ClippingabstractPolyhedral meshes are increasingly becoming an attractive option with particular advantages over traditional meshes for certain applications. What has been missing is a robust polyhedral meshing algorithm that can handle broad classes of domains exhibiting arbitrary curved boundaries and sharp features. In addition, the power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous formulations. The VoroCrust algorithm is the first provably correct algorithm for conforming Voronoi meshing for non-convex and possibly non-manifold domains with guarantees on the quality of both surface and volume elements. A robust refinement process estimates a suitable sizing field that enables the careful placement of Voronoi seeds across the surface circumventing the need for clipping and avoiding its many drawbacks. The algorithm has the flexibility of filling the interior by either structured or random samples, while all sharp features are preserved in the output mesh. We demonstrate the capabilities of the algorithm on a variety of models and compare against state-of-the-art polyhedral meshing methods based on clipped Voronoi cells establishing the clear advantage of VoroCrust output. Ahmed Abdelkader, Chandrajit L. Bajaj, Mohamed S. Ebeida, Ahmed H. Mahmoud, Scott A. Mitchell, John D. Owens, Ahmad A. Rushdi |
ACM Trans. Graph. | 5 |
| 2018 | Sampling Conditions for Conforming Voronoi Meshing by the VoroCrust Algorithmabstracttimes the local feature size centered at each sample. The corners of the union of these balls on both sides of the surface are the Voronoi sites and the interface of their cells is a watertight surface reconstruction embedded in the dual shape of the union of balls. With the surface protected, the enclosed volume can be further decomposed by generating more sites inside it. Compared to clipping-based algorithms, VoroCrust cells are full Voronoi cells, with convexity and fatness guarantees. Compared to the power crust algorithm, VoroCrust cells are not filtered, are unweighted, and offer greater flexibility in meshing the enclosed volume by either structured or randomly genenerated samples. Ahmed Abdelkader, Chandrajit L. Bajaj, Mohamed S. Ebeida, Ahmed H. Mahmoud, Scott A. Mitchell, John D. Owens, Ahmad A. Rushdi |
SoCG | 5 |
| 2018 | VoroCrust Illustrated: Theory and Challenges (Multimedia Exposition)abstractOver the past decade, polyhedral meshing has been gaining popularity as a better alternative to tetrahedral meshing in certain applications. Within the class of polyhedral elements, Voronoi cells are particularly attractive thanks to their special geometric structure. What has been missing so far is a Voronoi mesher that is sufficiently robust to run automatically on complex models. In this video, we illustrate the main ideas behind the VoroCrust algorithm, highlighting both the theoretical guarantees and the practical challenges imposed by realistic inputs. Ahmed Abdelkader, Chandrajit L. Bajaj, Mohamed S. Ebeida, Ahmed H. Mahmoud, Scott A. Mitchell, John D. Owens, Ahmad A. Rushdi |
SoCG | 5 |
| 2018 | Hierarchical control of a catoptric surface: work-in-progressabstractThe control of a catoptric (mirror-based) surface is decomposed hierarchically. The positioning control of individual mirrors is handled by low-level controllers for each drive motor, and the overall control decisions are guided by a Markov decision process. Roger D. Chamberlain, Chandler Ahrens, Christopher D. Gill, Scott A. Mitchell |
EMSOFT | 4 |
| 2018 | Spoke-Darts for High-Dimensional Blue-Noise SamplingabstractBlue noise sampling has proved useful for many graphics applications, but remains underexplored in high-dimensional spaces due to the difficulty of generating distributions and proving properties about them. We present a blue noise sampling method with good quality and performance across different dimensions. The method, spoke-dart sampling, shoots rays from prior samples and selects samples from these rays. It combines the advantages of two major high-dimensional sampling methods: the locality of advancing front with the dimensionality-reduction of hyperplanes, specifically line sampling. We prove that the output sampling is saturated with high probability, with bounds on distances between pairs of samples and between any domain point and its nearest sample. We demonstrate spoke-dart applications for approximate Delaunay graph construction, global optimization, and robotic motion planning. Both the blue-noise quality of the output distribution and the adaptability of the intermediate processes of our method are useful in these applications. Scott A. Mitchell, Mohamed S. Ebeida, Muhammad A. Awad, Chonhyon Park, Anjul Patney, Ahmad A. Rushdi, Laura Painton Swiler, Dinesh Manocha, Li-Yi Wei |
ACM Trans. Graph. | 1 |
| 2017 | All-quad meshing without cleanup
Ahmad A. Rushdi, Scott A. Mitchell, Ahmed H. Mahmoud, Chandrajit L. Bajaj, Mohamed S. Ebeida |
Comput. Aided Des. | 2 |
| 2017 | A Constrained Resampling Strategy for Mesh ImprovementabstractAbstract In many geometry processing applications, it is required to improve an initial mesh in terms of multiple quality objectives. Despite the availability of several mesh generation algorithms with provable guarantees, such generated meshes may only satisfy a subset of the objectives. The conflicting nature of such objectives makes it challenging to establish similar guarantees for each combination, e.g., angle bounds and vertex count. In this paper, we describe a versatile strategy for mesh improvement by interpreting quality objectives as spatial constraints on resampling and develop a toolbox of local operators to improve the mesh while preserving desirable properties. Our strategy judiciously combines smoothing and transformation techniques allowing increased flexibility to practically achieve multiple objectives simultaneously. We apply our strategy to both planar and surface meshes demonstrating how to simplify Delaunay meshes while preserving element quality, eliminate all obtuse angles in a complex mesh, and maximize the shortest edge length in a Voronoi tessellation far better than the state‐of‐the‐art. Ahmed Abdelkader, Ahmed H. Mahmoud, Ahmad A. Rushdi, Scott A. Mitchell, John D. Owens, Mohamed S. Ebeida |
Comput. Graph. Forum | 4 |
| 2016 | Disk Density Tuning of a Maximal Random PackingabstractWe introduce an algorithmic framework for tuning the spatial density of disks in a maximal random packing, without changing the sizing function or radii of disks. Starting from any maximal random packing such as a Maximal Poisson-disk Sampling (MPS), we iteratively relocate, inject (add), or eject (remove) disks, using a set of three successively more-aggressive local operations. We may achieve a user-defined density, either more dense or more sparse, almost up to the theoretical structured limits. The tuned samples are conflict-free, retain coverage maximality, and, except in the extremes, retain the blue noise randomness properties of the input. We change the density of the packing one disk at a time, maintaining the minimum disk separation distance and the maximum domain coverage distance required of any maximal packing. These properties are local, and we can handle spatially-varying sizing functions. Using fewer points to satisfy a sizing function improves the efficiency of some applications. We apply the framework to improve the quality of meshes, removing non-obtuse angles; and to more accurately model fiber reinforced polymers for elastic and failure simulations. Mohamed S. Ebeida, Ahmad A. Rushdi, Muhammad A. Awad, Ahmed H. Mahmoud, Dong-Ming Yan 0001, Shawn A. English, John D. Owens, Chandrajit L. Bajaj, Scott A. Mitchell |
Comput. Graph. Forum | 9 |
| 2016 | Curve Reconstruction with Many Fewer SamplesabstractAbstract We consider the problem of sampling points from a collection of smooth curves in the plane, such that the Crust family of proximity‐based reconstruction algorithms can rebuild the curves. Reconstruction requires a dense sampling of local features, i.e., parts of the curve that are close in Euclidean distance but far apart geodesically. We show that ε < 0.47‐sampling is sufficient for our proposed HNN‐Crust variant, improving upon the state‐of‐the‐art requirement of ε < ‐sampling. Thus we may reconstruct curves with many fewer samples. We also present a new sampling scheme that reduces the required density even further than ε < 0.47‐sampling. We achieve this by better controlling the spacing between geodesically consecutive points. Our novel sampling condition is based on the reach, the minimum local feature size along intervals between samples. This is mathematically closer to the reconstruction density requirements, particularly near sharp‐angled features. We prove lower and upper bounds on reach ρ‐sampling density in terms of lfs ε‐sampling and demonstrate that we typically reduce the required number of samples for reconstruction by more than half. Stefan Ohrhallinger, Scott A. Mitchell, Michael Wimmer 0001 |
Comput. Graph. Forum | 2 |
| 2014 | Improving spatial coverage while preserving the blue noise of point sets
Mohamed S. Ebeida, Muhammad A. Awad, Xiaoyin Ge, Ahmed H. Mahmoud, Scott A. Mitchell, Patrick M. Knupp, Li-Yi Wei |
Comput. Aided Des. | 5 |
| 2014 | k-d Darts: Sampling by k-dimensional flat searchesabstractWe formalize sampling a function using k -d darts. A k -d Dart is a set of independent, mutually orthogonal, k -dimensional hyperplanes called k -d flats. A dart has d choose k flats, aligned with the coordinate axes for efficiency. We show k -d darts are useful for exploring a function's properties, such as estimating its integral, or finding an exemplar above a threshold. We describe a recipe for converting some algorithms from point sampling to k -d dart sampling, if the function can be evaluated along a k -d flat. We demonstrate that k -d darts are more efficient than point-wise samples in high dimensions, depending on the characteristics of the domain: for example, the subregion of interest has small volume and evaluating the function along a flat is not too expensive. We present three concrete applications using line darts (1-d darts): relaxed maximal Poisson-disk sampling, high-quality rasterization of depth-of-field blur, and estimation of the probability of failure from a response surface for uncertainty quantification. Line darts achieve the same output fidelity as point sampling in less time. For Poisson-disk sampling, we use less memory, enabling the generation of larger point distributions in higher dimensions. Higher-dimensional darts provide greater accuracy for a particular volume estimation problem. Mohamed S. Ebeida, Anjul Patney, Scott A. Mitchell, Keith R. Dalbey, Andrew A. Davidson, John D. Owens |
ACM Trans. Graph. | 3 |
| 2013 | Sifted DisksabstractAbstract We introduce the Sifted Disk technique for locally resampling a point cloud in order to reduce the number of points. Two neighboring points are removed and we attempt to find a single random point that is sufficient to replace them both. The resampling respects the original sizing function; In that sense it is not a coarsening. The angle and edge length guarantees of a Delaunay triangulation of the points are preserved. The sifted point cloud is still suitable for texture synthesis because the Fourier spectrum is largely unchanged. We provide an efficient algorithm, and demonstrate that sifting uniform Maximal Poisson‐disk Sampling (MPS) and Delaunay Refinement (DR) points reduces the number of points by about 25%, and achieves a density about 1/3 more than the theoretical minimum. We show two‐dimensional stippling and meshing applications to demonstrate the significance of the concept. Mohamed S. Ebeida, Ahmed H. Mahmoud, Muhammad A. Awad, Mohammed A. Mohammed, Scott A. Mitchell, Alexander Rand, John D. Owens |
Comput. Graph. Forum | 5 |
| 2012 | A Simple Algorithm for Maximal Poisson-Disk Sampling in High DimensionsabstractAbstract We provide a simple algorithm and data structures for d‐dimensional unbiased maximal Poisson‐disk sampling. We use an order of magnitude less memory and time than the alternatives. Our results become more favorable as the dimension increases. This allows us to produce bigger samplings. Domains may be non‐convex with holes. The generated point cloud is maximal up to round‐off error. The serial algorithm is provably bias‐free. For an output sampling of size n in fixed dimension d, we use a linear memory budget and empirical θ(n) runtime. No known methods scale well with dimension, due to the “curse of dimensionality.” The serial algorithm is practical in dimensions up to 5, and has been demonstrated in 6d. We have efficient GPU implementations in 2d and 3d. The algorithm proceeds through a finite sequence of uniform grids. The grids guide the dart throwing and track the remaining disk‐free area. The top‐level grid provides an efficient way to test if a candidate dart is disk‐free. Our uniform grids are like quadtrees, except we delay splits and refine all leaves at once. Since the quadtree is flat it can be represented using very little memory: we just need the indices of the active leaves and a global level. Also it is very simple to sample from leaves with uniform probability. Mohamed S. Ebeida, Scott A. Mitchell, Anjul Patney, Andrew A. Davidson, John D. Owens |
Comput. Graph. Forum | 2 |
| 2011 | Flexible approximate countingabstractApproximate counting [18] is useful for data stream and database summarization. It can help in many settings that allow only one pass over the data, want low memory usage, and can accept some relative error. Approximate counters use fewer bits; we focus on 8-bits but our results are general. These small counters represent a sparse sequence of larger numbers. Counters are incremented probabilistically based on the spacing between the numbers they represent. Our contributions are a customized distribution of counter values and efficient strategies for deciding when to increment them. Scott A. Mitchell, David M. Day |
IDEAS | 1 |
| 2011 | Efficient and good Delaunay meshes from random points
Mohamed S. Ebeida, Scott A. Mitchell, Andrew A. Davidson, Anjul Patney, Patrick M. Knupp, John D. Owens |
Comput. Aided Des. | 2 |
| 2011 | Efficient maximal poisson-disk samplingabstractWe solve the problem of generating a uniform Poisson-disk sampling that is both maximal and unbiased over bounded non-convex domains. To our knowledge this is the first provably correct algorithm with time and space dependent only on the number of points produced. Our method has two phases, both based on classical dart-throwing. The first phase uses a background grid of square cells to rapidly create an unbiased, near-maximal covering of the domain. The second phase completes the maximal covering by calculating the connected components of the remaining uncovered voids, and by using their geometry to efficiently place unbiased samples that cover them. The second phase converges quickly, overcoming a common difficulty in dart-throwing methods. The deterministic memory is O ( n ) and the expected running time is O ( n log n ), where n is the output size, the number of points in the final sample. Our serial implementation verifies that the log n dependence is minor, and nearly O ( n ) performance for both time and memory is achieved in practice. We also present a parallel implementation on GPUs to demonstrate the parallel-friendly nature of our method, which achieves 2.4x the performance of our serial version. Mohamed S. Ebeida, Andrew A. Davidson, Anjul Patney, Patrick M. Knupp, Scott A. Mitchell, John D. Owens |
ACM Trans. Graph. | 5 |
| 2008 | Distance-Avoiding Sequences for Extremely Low-Bandwidth Authentication
Michael J. Collins 0003, Scott A. Mitchell |
SETA | 2 |
| 2000 | Quality Mesh Generation in Higher DimensionsabstractWe consider the problem of triangulating a d-dimensional region. Our mesh generation algorithm, called QMG, is a quadtree-based algorithm that can triangulate any polyhedral region including nonconvex regions with holes. Furthermore, our algorithm guarantees a bounded aspect ratio triangulation provided that the input domain itself has no sharp angles. Finally, our algorithm is guaranteed never to overrefine the domain, in the sense that the number of simplices produced by QMG is bounded above by a factor times the number produced by any competing algorithm, where the factor depends on the aspect ratio bound satisfied by the competing algorithm. The QMG algorithm has been implemented in C++ and is used as a mesh generator for the finite element method. Scott A. Mitchell, Stephen A. Vavasis |
SIAM J. Comput. | 1 |
| 1997 | Choosing Corners of Rectangles for Mapped MeshingabstractConsider mapping a regular i x j quadrilateral mesh of a rectangle onto a surface. The quality of the mapped mesh of the surface depends heavily on which vertices of the surface correspond to corners of the rectangle. The authors problem is, given an n-sided surface, chose as corners four vertices such that the surface resembles a rectangle with corners at those vertices. Note that n could be quite large, and the length and width of the rectangle, i and j, are not prespecified. In general, there is either a goal number or a prescribed number of mesh edges for each bounding curve of the surface. The goals affect the quality of the mesh, and the prescribed edges may make finding a feasible set of corners difficult. The algorithm need only work for surfaces that are roughly rectangular, particular those without large reflex angles, as otherwise an unstructured meshing algorithm is used instead. The authors report on the theory and implementation of algorithms for this problem. They also given an overview of a solution to a related problem called interval assignment: given a complex of surfaces sharing curves, globally assign the number of mesh edges or intervals for each curve such that it is possible to mesh each surface according to its prescribed quadrilateral meshing algorithm, and assigned and user-prescribed boundary mesh edges and corners. They also note a practical, constructive technique that relies on interval assignment that can generate a quadrilateral mesh of a complex of surfaces such that a compatible hexahedral mesh of the enclosed volume exists. Scott A. Mitchell |
SCG | 1 |
| 1997 | Approximating the Maxmin-angle Covering Triangulation
Scott A. Mitchell |
Comput. Geom. | 1 |
| 1996 | An Aspect Ratio Bound for Triangulating a d-Grid Cut by a Hyperplane (Extended Abstract)abstractWe consider the problem of triangulating a ddimensional uniform grid of d-cubes that is cut by a k-dimensional affine subspace.The goal is to obtain a triangulation with bounded aspect ratio.To achieve this goal, we allow some of the box faces near the affine subspace to be displaced.This problem has applications to finite element mesh generation.For general d and k, the bound on aspect ratio that we attain is double-exponential in d.For the import ant special case of d = 3, the aspect ratio bound is small enough that the technique is useful in practice. Scott A. Mitchell, Stephen A. Vavasis |
SCG | 1 |
| 1996 | A Characterization of the Quadrilateral Meshes of a Surface Which Admit a Compatible Hexahedral Mesh of the Enclosed Volume
Scott A. Mitchell |
STACS | 1 |
| 1995 | Hexahedral Mesh Generation via the DualabstractNo abstract available. Steven E. Benzley, Ted D. Blacker, Scott A. Mitchell, Peter Murdoch, Timothy J. Tautges |
SCG | 3 |
| 1995 | Linear-Size Nonobtuse Triangulation of Polygons
Marshall W. Bern, Scott A. Mitchell, Jim Ruppert |
Discret. Comput. Geom. | 2 |
| 1994 | Linear-Size Nonobtuse Triangulation of PolygonsabstractWe give an algorithm for triangulating n-vertex polygonal regions (with holes) so that no angle in the final triangulation measures more than π/2. The number of triangles in the triangulation is only O(n), improving a previous bound of O(n2), and the worst-case running time is O(nlog2n). The basic technique used in the algorithm, recursive subdivision by disks, is new and may have wider application in mesh generation. We also report on an implementation of our algorithm. Marshall W. Bern, Scott A. Mitchell, Jim Ruppert |
SCG | 2 |
| 1993 | Refining a Triangulation of a Planar Straight-Line Graph to Eliminate Large AnglesabstractWe show that any planar straight line graph (PSLG) with v vertices can be triangulated with no angle larger than 7/spl pi//8 by adding O(v/sup 2/log v) Steiner points in O(v/sup 2/log/sup 2/ v) time. We first triangulate the PSLG with an arbitrary constrained triangulation and then refine that triangulation by adding additional vertices and edges. We follow a lazy strategy of starting from an obtuse angle and exploring the triangulation in search of a sequence of Steiner points that will satisfy a local angle condition. Explorations may either terminate successfully (for example at a triangle vertex), or merge. Some PSLGs require /spl Omega/(v/sup 2/) Steiner points in any triangulation achieving any largest angle bound less than /spl pi/. Hence the number of Steiner points added by our algorithm is within a log v factor of worst case optimal. For most inputs the number of Steiner points and running time would be considerably smaller than in the worst case.> Scott A. Mitchell |
FOCS | 1 |
| 1993 | Edge Insertion for Optimal Triangulations
Marshall W. Bern, Herbert Edelsbrunner, David Eppstein, Scott A. Mitchell, Tiow Seng Tan |
Discret. Comput. Geom. | 4 |
| 1992 | Quality Mesh Generation in Three DimensionsabstractWe show how to triangulate a three dimensional polyhedral region with holes. Our triangulation is optimal in the following two senses. First, our triangulation achieves the best possible aspect ratio up to a constant. Second, for any other triangulation of the same region into m triangles with bounded aspect ratio, our triangulation has size n = O(m). Such a triangulation is desired as an initial mesh for a finite element mesh refinement algorithm. Previous three dimensional triangulation schemes either worked only on a restricted class of input, or did not guarantee well-shaped tetrahedra, or were not able to bound the output size. We build on some of the ideas presented in previous work by Bern, Eppstein, and Gilbert, who have shown how to triangulate a two dimensional polyhedral region with holes, with similar quality and optimality bounds. Scott A. Mitchell, Stephen A. Vavasis |
SCG | 1 |
| 1992 | Edge Insertion for Optional Triangulations
Marshall W. Bern, Herbert Edelsbrunner, David Eppstein, Scott A. Mitchell, Tiow Seng Tan |
LATIN | 4 |