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We develop an algorithm capable of imaging a three-dimensional object given a collection of two-dimensional images of that object that are significantly influenced by the curvature of the Ewald sphere. These two-dimensional images cannot be…
Convex hulls are fundamental geometric tools used in a number of algorithms. This paper presents a fast, simple to implement and robust Smart Convex Hull (S-CH) algorithm for computing the convex hull of a set of points in E3. This…
We describe a new algorithm to compute the geometric intersection number between two curves, given as edge vectors on an ideal triangulation. Most importantly, this algorithm runs in polynomial time in the bit-size of the two edge vectors.…
There are many space subdivision and space partitioning techniques used in many algorithms to speed up computations. They mostly rely on orthogonal space subdivision, resp. using hierarchical data structures, e.g. BSP trees, quadtrees,…
In the calculation of thermodynamic properties and three dimensional structures of macromolecules, such as proteins, it is important to have a good algorithm for computing solvent accessible surface area of macromolecules. Here we propose a…
For many fundamental problems in computational topology, such as unknot recognition and $3$-sphere recognition, the existence of a polynomial-time solution remains unknown. A major algorithmic tool behind some of the best known algorithms…
We provide an algebraic framework to compute smallest enclosing and smallest circumscribing cylinders of simplices in Euclidean space $\E^n$. Explicitly, the computation of a smallest enclosing cylinder in $\mathbb{E}^3$ is reduced to the…
We show that the following algorithmic problem is decidable: given a $2$-dimensional simplicial complex, can it be embedded (topologically, or equivalently, piecewise linearly) in $\mathbf{R}^3$? By a known reduction, it suffices to decide…
We introduce a fast, high-precision algorithm for calculating intersections between great circle arcs and lines of constant latitude on the unit sphere. We first propose a simplified intersection point formula with improved speed and…
We present an accurate quadrature formula on the sphere with less localized quadrature points for efficient numerical computation of the radiative transport equation (RTE) in the three dimensions. High accuracy of the present method…
Line intersection with convex and un-convex polygons or polyhedron algorithms are well known as line clipping algorithms and very often used in computer graphics. Rendering of geometrical problems often leads to ray tracing techniques, when…
Writing an uncomplicated, robust, and scalable three-dimensional convex hull algorithm is challenging and problematic. This includes, coplanar and collinear issues, numerical accuracy, performance, and complexity trade-offs. While there are…
A new algorithm for line clipping against convex polyhedron is given. The suggested algorithm is faster for higher number of facets of the given polyhedron than the traditional Cyrus-Beck's and others algorithms with complexity O(N) . The…
Intersection algorithms are very important in computation of geometrical problems. Algorithms for a line intersection with linear or quadratic surfaces are quite efficient. However, algorithms for a line intersection with other surfaces are…
We have employed Particle Swarm Optimization to address a stochastic variant of the Smallest Enclosing Sphere estimation problem. An efficient algorithm has been developed to ascertain the optimal center and radius of a sphere encompassing…
Analyzing and identifying the shortcomings of current subdivision methods for finding intersections of rays with fibers defined by the surface of a circular contour swept along a B\'ezier curve, we present a new algorithm that improves…
Hypergraphs, which use hyperedges to capture groupwise interactions among different entities, have gained increasing attention recently for their versatility in effectively modeling real-world networks. In this paper, we study the problem…
We propose a hybrid image-space/object-space solution to the classical hidden surface removal problem: Given n disjoint triangles in Real^3 and p sample points (``pixels'') in the xy-plane, determine the first triangle directly behind each…
A new algorithm for clipping a line segment against a pyramid in E3 is presented. This algorithm avoids computation of intersection points which are not end-points of the output line segment. It also allows solving all cases more…
The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new…