We propose a method for applying genetic algorithms to create 3D terrain data sets. Existing procedural algorithms for generation of terrain have several shortcomings. The most po...
TeongJoo Ong, Ryan Saunders, John Keyser, John J. ...
We introduce bundle-free triangulations, that are free of large collection of triangles overlapping a circle empty of vertices. We prove that bundle-free Steiner triangulations ca...
In this paper, we study imprecise terrains, that is, triangulated terrains with a vertical error interval in the vertices. We study the problem of removing as many local extrema (...
—An omnidirectional mobile robot is able, kinematically, to move in any direction regardless of current pose. To date, nearly all designs and analyses of omnidirectional robots h...
We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptiv...
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, F...