In a two-dimensional Delaunay-triangulated domain, there exists a partial ordering of the triangles (with respect to a vertex) that is consistent with the two-dimensional visibility of the triangles from that vertex. An equivalent statement is that a polygon that is star-shaped with respect to a given vertex can be extended, one triangle at a time, until it includes the entire domain. Arbitrary planar triangulations do not possess this useful property which allows incremental processing of the triangles.This work was partially supported by the National Science Foundation's US-Italy Collaborative Research Program under Grant INT-8714578 and Information, Robotics, and Intelligent Research Grant IRI-8704781. 相似文献
Compared to other fields of engineering, in mechanical engineering, the Discrete Element Method (DEM) is not yet a well known
method. Nevertheless, there is a variety of simulation problems where the method has obvious advantages due to its meshless
nature. For problems where several free bodies can collide and break after having been largely deformed, the DEM is the method
of choice. Neighborhood search and collision detection between bodies as well as the separation of large solids into smaller
particles are naturally incorporated in the method. The main DEM algorithm consists of a relatively simple loop that basically
contains the three substeps contact detection, force computation and integration. However, there exists a large variety of
different algorithms to choose the substeps to compose the optimal method for a given problem. In this contribution, we describe
the dynamics of particle systems together with appropriate numerical integration schemes and give an overview over different
types of particle interactions that can be composed to adapt the method to fit to a given simulation problem. Surface triangulations
are used to model complicated, non-convex bodies in contact with particle systems. The capabilities of the method are finally
demonstrated by means of application examples.
Commemorative Contribution. 相似文献
Camera calibration is the first step of three-dimensional machine vision. A fundamental parameter to be calibrated is the position of the camera projection center with respect to the image plane. This paper presents a method for the computation of the projection center position using images of a translating rigid object, taken by the camera itself.
Many works have been proposed in literature to solve the calibration problem, but this method has several desirable features. The projection center position is computed directly, independently of all other camera parameters. The dimensions and position of the object used for calibration can be completely unknown.
This method is based on a geometric relation between the projection center and the focus of expansion. The use of this property enables the problem to be split into two parts. First a suitable number of focuses of expansion are computed from the images of the translating object. Then the focuses of expansion are taken as landmarks to build a spatial back triangulation problem, the solution of which gives the projection center position. 相似文献
An easily implemented modification to the divide-and-conquer algorithm for computing the Delaunay triangulation ofn sites in the plane is presented. The change reduces its (n logn) expected running time toO(n log logn) for a large class of distributions that includes the uniform distribution in the unit square. Experimental evidence presented demonstrates that the modified algorithm performs very well forn216, the range of the experiments. It is conjectured that the average number of edges it creates—a good measure of its efficiency—is no more than twice optimal forn less than seven trillion. The improvement is shown to extend to the computation of the Delaunay triangulation in theLp metric for 1<p.This research was supported by National Science Foundation Grants DCR-8352081 and DCR-8416190. 相似文献