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Merlin Hughes

dblp:63/702 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 1996
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-author

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.

Software engineering, system software, and programming languages
1 paper
Software testing · 77% Programming languages and type systems · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software testing › automated testing
test driver generation
0.011996
Daistish: Systematic Algebraic Testing for OO Programs in the Presence of Side-effects · ISSTA 1996
Programming languages and type systems
abstract data types
0.011996
Daistish: Systematic Algebraic Testing for OO Programs in the Presence of Side-effects · ISSTA 1996
Programming languages and type systems
object-oriented programming
0.011996
Daistish: Systematic Algebraic Testing for OO Programs in the Presence of Side-effects · ISSTA 1996

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

test point composition · 0.0algebraic specification · 0.0
YearPublicationVenuePosition
1996 Efficient And Accurate Interference Detection For Polynomial Deformation
abstract
We present efficient and accurate algorithms for interference detection among objects undergoing polynomial deformation. The scope of our algorithms include physically-based models undergoing dynamic simulation subject to non-penetration constraints, variational models, deformable models used in soft object animation, geometric models including polygonal meshes, parametric surfaces such as Bezier patches and B-splines, and solid models defined by such surfaces. Our algorithms use axis aligned bounding boxes and convex hulls of the objects to identify the object pairs in close vicinity. They use subdivision, convex hull properties and linear programming to perform surface intersection tests and loop intersection tests. Frame-to-frame coherence is utilized to achieve incremental computations. The resulting algorithms have been implemented and work well in practice. In particular we are able to compute all contacts accurately and at interactive speeds for flexible bodies undergoing second-order polynomial deformations.
Merlin Hughes, Christopher DiMattia, Ming C. Lin, Dinesh Manocha
CA1
1996 Daistish: Systematic Algebraic Testing for OO Programs in the Presence of Side-effects
abstract
Daistish is a tool that performs systematic algebraic testing similar to Gannon's DAISTS tool [2]. However, Daistish creates effective test drivers for programs in languages that use side effects to implement ADTs; this includes C++ and most other object-oriented languages. The functional approach of DAISTS does not apply directly in these cases. The approach in our work is most similar to the ASTOOT system of Doong and Frankl [1]; Daistish differs from ASTOOT by using Guttag-style algebraic specs (functional notation), by allowing aliasing of type names to tailor the application of parameters in test cases, and by retaining the abilities of DAISTS to compose new test points from existing ones. Daistish is a Perl script, and is compact and practical to apply. We describe the implementation and our experiments in both Eiffel and C++. Our work has concentrated on solving the semantics-specific issues of correctly duplicating objects for comparison; we have not worked on methods for selecting specific test cases.Daistish consists of a perl script and supporting documentation. The current distribution can be obtained via WWW at URLhttp://www.cs.unc.edu/~stotts/Daistish/
Merlin Hughes, P. David Stotts
ISSTA1
1996 Simplification of Global-Illumination Meshes
abstract
Abstract We present a methodfor simplifying the meshes produced as solutions to global illumination problems, reducing geometric complexity while retaining the perceived imagefidelity. The method has been applied to produce meshes of linearly, quadratically and cubically colour‐interpolated triangles. The goal of our work is to permit interactive rendering of more complex global illumination solutions through the application of simplification algorithms as well as the use of more powerful rendering primitives.
Merlin Hughes, Anselmo Lastra, Edward Saxe
Comput. Graph. Forum1