Extractions: This edition of DGCI follows the successful 2006 edition held in Szeged, Hungary. DGCI 2008 is organized by the Multiresolution, Discrete and Combinatorial Models Team ( ) (Laboratoire LIRIS , University de Lyon). It will take place in Lyon, France from April 16 to April 18, 2008. IMPORTANT DATES Contacts: dgci2008@liris.cnrs.fr
Home Eurographics Symposium on Geometry Processing. 3rd meeting Vienna, Austria; 46 July 2005. http://www.geometryprocessing.org/
Extractions: The goal of the meeting is to present and discuss new research ideas and results in geometry processing. This research field is geared towards the creation of mathematical foundations and practical algorithms for the processing of complex geometric data sets, ranging from acquisition and editing all the way to animation, transmission and display. As such it draws on many disciplines spanning pure and applied mathematics, computer science, and engineering. This will be the ninth meeting in an ongoing yearly series. We are seeking high quality, original research contributions for presentation at the symposium and publication in the proceedings, which will appear as an issue of the Computer Graphics Forum, the International Journal of the EUROGRAPHICS Association. Graduate School will be held from July 18 to 19.
24th Annual Symposium On Computational Geometry The Twenty-fourth Annual Symposium on Computational Geometry will be held at The University of Maryland, College Park, Maryland, USA. http://www.umiacs.umd.edu/conferences/socg2008/
Extractions: General Information Home Dates and Committees Call for Papers Call for Videos Conference Program Program Accepted Videos Accepted Papers Attending Travel Lodging and Hotels Registration Sightseeing ... Local/Restaurants More Information Contact Thanks The 24th Annual Symposium on Computational Geometry was held at the University of Maryland in College Park, Maryland , just outside of Washington, DC , Mon-Wed, June 9-11, 2008. For information about previous years' symposia and proceedings, visit the Computational Geometry Pages SoCG08 Home
Extractions: Gmsh: a three-dimensional finite element mesh generator with built-in pre- and post-processing facilities Christophe Geuzaine and Jean-François Remacle Version 2.5.0, Oct 15 2010 Description Download Authors and credits Documentation ... Links Gmsh is a 3D finite element grid generator with a build-in CAD engine and post-processor. Its design goal is to provide a fast, light and user-friendly meshing tool with parametric input and advanced visualization capabilities. Gmsh is built around four modules: geometry, mesh, solver and post-processing. The specification of any input to these modules is done either interactively using the graphical user interface or in ASCII text files using Gmsh's own scripting language. See the screencasts for a quick tour of Gmsh's graphical user interface , or the reference manual for a more thorough overview of Gmsh's capabilities and some frequently asked questions Gmsh is distributed under the terms of the GNU General Public License (GPL) Current stable release Windows (XP/Vista)
Computational Geometry Code Jeff Erickson s links to freely available implementations of geometric algorithms and software. http://compgeom.cs.uiuc.edu/~jeffe/compgeom/code.html
Extractions: Code This page lists "small" pieces of geometric software available on the Internet. Most of the software is available free of charge. Unless otherwise specified, C or C source code is available for all programs. Software libraries and collections and programs that can be run interactively over the web are listed on separate web pages. Caveat Surfor I can't make any claims about the usefulness or quality of the programs listed here. I don't have the time or equipment to try them all. If you have experience with any of these programs, either positive or negative, please tell me about it The programs on this page are divided into several categories, some of which are divided into further sub-categories. (Eventually, each category will get its own separate web page.) Each program is listed only once, but I've provided cross-links between overlapping categories, and I've tried to arrange similar categories near each other. Each category also includes links to relevant pages in Nina Amenta 's comprehensive Directory of Computational Geometry Software , which I strongly encourage you to visit!
Extractions: me department university teaching ... personal stuff The triangulation of a polygon is a basic building block for many graphics applications. For instance, high-speed rendering typically relies on polygonal and curved surfaces being subdivided into triangles that can be handled efficiently by the graphics hardware. Triangulating a polygon also is a fundamental operation in computational geometry, and it has received wide-spread interest over the last two decades. Through a series of improvements, the worst-case complexity of triangulating a polygon has been brought down to linear, achieved by Chazelle's seminal algorithm. Virtually all published triangulation algorithms assume that the polygon is simple, i.e., that the vertices of the polygon are the only points of the plane that belong to two edges, and that no point of the plane belongs to more than two edges. Obviously, the requirement to be simple prevents a polygon from having self-intersections. However, it also excludes so-called "degenerate" situations, such as an edge passing through another vertex, zero-length edges, and edges that partially overlap. Unfortunately, real-world polygons cannot be assumed to be truly simple polygons that are in general position. Rather, real-world polygons tend to exhibit all types of deficiencies, such as self-intersections, or holes that overlap with the outer boundary. FIST, my code for fast industrial-strength triangulation, can triangulate a multiply-connected polygonal area (in 2D or 3D) defined by one "outer boundary" (closed polygonal loop) and (possibly) several "holes" (closed polygonal loops or points within the outer boundary). In an ideal world, all polygons lie within one plane, are simple, and do not overlap pairwise. Furthermore, all holes lie strictly within their outer boundary. A recursive nesting of the holes is not supported. The orientations and nesting order of the polygons do not matter; FIST determines which polygon forms the outer boundary and assigns appropriate orientations to all polygons.
QMG Project Mesh generation in 2D and 3D on Unix and NT, and related software by Steven Vavasis. http://www.cs.cornell.edu/Info/People/vavasis/qmg-home.html
Extractions: The QMG package does finite element mesh generation in two and three dimensions. The package includes geometric modeling software, the mesh generator itself, and a finite element solver. It is free software whose source code is downloadable from the Web. QMG2.0 runs under Unix and Windows NT. There are now three releases of QMG: Other useful websites for mesh generation and geometric software are: Back to Vavasis's home page. Stephen A. Vavasis, Computer Science Department, Cornell University, Ithaca, NY 14853, vavasis@cs.cornell.edu
Arbre De Delaunay J-D. Boissonnat et al. s code for Delaunay meshing in 2 and 3 dimensions in C++. http://www-sop.inria.fr/prisme/logiciel/del-tree.html
141-150 of 150 Back | 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8