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Ernst P. Mücke

dblp:87/3012 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 1999
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorTheory of computation · 3 · 1 first-authorSystems, 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.

Theoretical computer science
5 papers
Computational geometry · 90% Algorithms and data structures · 10%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry
point location
0.011996
Fast Randomized Point Location Without Preprocessing in Two- and Three-dimensional Delaunay Triangulations · SCG 1996
Computational geometry
randomized geometric algorithms
0.011996
Fast Randomized Point Location Without Preprocessing in Two- and Three-dimensional Delaunay Triangulations · SCG 1996
Computational geometry › computational topology
alpha shapes
0.011994
Three-dimensional alpha shapes · ACM Trans. Graph. 1994
Computational geometry › geometric modeling and processing › point cloud analysis › geometric reconstruction
shape reconstruction
0.011994
Three-dimensional alpha shapes · ACM Trans. Graph. 1994
Computational geometry
robust geometric computation
0.021990
Simulation of simplicity: a technique to cope with degenerate cases in geometric algorithms · ACM Trans. Graph. 1990
Simulation of Simplicity: A Technique to Cope with Degenerate Cases in Geometric Algorithms · SCG 1988
Computational geometry › robust geometric computation
degeneracy handling
0.011990
Simulation of simplicity: a technique to cope with degenerate cases in geometric algorithms · ACM Trans. Graph. 1990
Algorithms and data structures › analysis of algorithms
average-case analysis
0.011990
Searching on a Tape · IEEE Trans. Computers 1990

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

random sampling · 0.0expected time analysis · 0.0delaunay triangulation · 0.0simulation of simplicity · 0.0lower bound · 0.0symbolic perturbation · 0.0
YearPublicationVenuePosition
1999 Fast randomized point location without preprocessing in two- and three-dimensional Delaunay triangulations
Ernst P. Mücke, Isaac Saias, Binhai Zhu
Comput. Geom.1
1998 A Note on Point Location in Delaunay Triangulations of Random Points
Luc Devroye, Ernst P. Mücke, Binhai Zhu
Algorithmica2
1996 Fast Randomized Point Location Without Preprocessing in Two- and Three-dimensional Delaunay Triangulations
abstract
This paper studies the point location problem in Delaunay triangulations without preprocessing and additional storage. The proposed procedure finds the query point simply by walking through the triangulation, after selecting a good starting point by random sampling. The analysis generalizes and extends a recent result of d = 2 dimensions by proving this procedure to take expected time close to O(n{sup 1/(d+1)}) for point location in Delaunay triangulations of n random points in d = 3 dimensions. Empirical results in both two and three dimensions show that this procedure is efficient in practice.
Ernst P. Mücke, Isaac Saias, Binhai Zhu
SCG1
1994 Three-dimensional alpha shapes
abstract
Frequently, data in scientific computing is in its abstract form a finite point set in space, and it is sometimes useful or required to compute what one might call the “shape” of the set. For that purpose, this article introduces the formal notion of the family of α-shapes of a finite point set in R 3 . Each shape is a well-defined polytope, derived from the Delaunay triangulation of the point set, with a parameter α ε R controlling the desired level of detail. An algorithm is presented that constructs the entire family of shapes for a given set of size n in time 0(n 2 ) , worst case. A robust implementation of the algorithm is discussed, and several applications in the area of scientific computing are mentioned.
Herbert Edelsbrunner, Ernst P. Mücke
ACM Trans. Graph.2
1990 Searching on a Tape
abstract
The problem of minimizing the average time to search for a key in a stored list of keys in a sequential access machine model (SAM) (e.g. a magnetic tape) is considered. The time to access a key in the list and the time to compare it to the given search key are taken into account. The time to access a key in the list is assumed proportional to the distance the head moves from its current location to reach the key. The time to read and compare the key to the search key is taken to be constant. Two classes of algorithms are analyzed and a matching lower bound on the average search time is presented. These results answer an open problem posed by S. Nishihara and H. Nishino (1987) regarding the optimal search algorithm for such a model. It is shown that the organization of the input data is crucial in determining the SAM complexity of the search problem.>
Scot W. Hornick, Sanjeev R. Maddila, Ernst P. Mücke, Harald Rosenberger, Steven Skiena, Ioannis G. Tollis
IEEE Trans. Computers3
1990 Simulation of simplicity: a technique to cope with degenerate cases in geometric algorithms
abstract
This paper describes a general-purpose programming technique, called Simulation of Simplicity, that can be used to cope with degenerate input data for geometric algorithms. It relieves the programmer from the task of providing a consistent treatment for every single special case that can occur. The programs that use the technique tend to be considerably smaller and more robust than those that do not use it. We believe that this technique will become a standard tool in writing geometric software.
Herbert Edelsbrunner, Ernst P. Mücke
ACM Trans. Graph.2
1988 Simulation of Simplicity: A Technique to Cope with Degenerate Cases in Geometric Algorithms
abstract
This paper describes a general purpose programming technique, called the Simulation of Simplicity, which can be used to cope with degenerate input data for geometric algorithms. It relieves the programmer from the task to provide a consistent treatment for every single special case that can occur. The programs that use the technique tend to be considerably smaller and more robust than those obtained without using it. We believe that this technique will become a standard tool in writing geometric software.
Herbert Edelsbrunner, Ernst P. Mücke
SCG2