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Dive into the research topics where de Mt Mark Berg is active.

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Featured researches published by de Mt Mark Berg.


Algorithmica | 1997

Trekking in the Alps without freezing or getting tired

de Mt Mark Berg; van Mj Marc Kreveld

Abstract. Let F be a polyhedral terrain with n vertices. We show how to preprocess F such that for any two query points on F it can be decided whether there exists a path on F between the two points whose height decreases monotonically. More generally, the minimum total ascent or descent along any path between the two points can be computed. It is also possible to decide, given two query points and a height, whether there is a path that stays below this height. All these queries can be answered with one data structure which stores the so-called height-level map of the terrain. Although the height-level map has quadratic worst-case complexity, it is stored implicitly using only linear storage. The query time for all the above queries is


Algorithmica | 2000

Linear size binary space partitions for uncluttered scenes

de Mt Mark Berg

O(\log n)


Discrete and Computational Geometry | 1999

Motion planning for multiple robots

Boris Aronov; de Mt Mark Berg; van der Af Frank Stappen; Petr Svestka; Jules Vleugels

and the structure can be built in


Discrete and Computational Geometry | 1996

Vertical decompositions for triangles in 3-space

de Mt Mark Berg; Leonidas J. Guibas; Dan Halperin

O(n\log n)


Theory of Computing Systems \/ Mathematical Systems Theory | 1998

Computing the Maximum Overlap of Two Convex Polygons Under Translations.

de Mt Mark Berg; O Otfried Cheong; Olivier Devillers; van Mj Marc Kreveld; Monique Teillaud

time. A path with the desired property can be reported in additional time that is linear in the description size of the path.Let F be a polyhedral terrain with n vertices. We show how to preprocess F such that for any two query points on F it can be decided whether there exists a path on F between the two points whose height decreases monotonically. More generally, the minimum total ascent or descent along any path between the two points can be computed. It is also possible to decide, given two query points and a height, whether there is a path that stays below this height. All these queries can be answered with one data structure which stores the so-called height-level map of the terrain. Although the height-level map has quadratic worst-case complexity, it is stored implicitly using only linear storage. The query time for all the above queries is


Discrete and Computational Geometry | 1998

Motion Planning in Environments with Low Obstacle Density

van der Af Frank Stappen; Mark H. Overmars; de Mt Mark Berg; Jules Vleugels

O(\log n)


symposium on computational geometry | 1991

Efficient ray shooting and hidden surface removal

de Mt Mark Berg; Dan Halperin; Mark H. Overmars; J Jack Snoeyink; van Mj Marc Kreveld

and the structure can be built in


scandinavian workshop on algorithm theory | 1990

Finding shortest paths in the presence of orthogonal obstacles using a combined L 1 and link metric

de Mt Mark Berg; van Mj Marc Kreveld; Bengt J. Nilsson; Mark H. Overmars

O(n\log n)


Discrete and Computational Geometry | 2010

Streaming Algorithms for Line Simplification

Mohammad Ali Abam; de Mt Mark Berg; P Peter Hachenberger; Alireza Zarei

time. A path with the desired property can be reported in additional time that is linear in the description size of the path.


foundations of computer science | 1990

Hidden surface removal for axis-parallel polyhedra

de Mt Mark Berg; Mark H. Overmars

We describe a new and simple method for constructing binary space partitions (BSPs) in arbitrary dimensions. We also introduce the concept of uncluttered scenes, which are scenes with a certain property that we suspect many realistic scenes exhibit, and we show that our method constructs a BSP of size O(n) for an uncluttered scene consisting of n objects. The construction time is O(n log n) . Because any set of disjoint fat objects is uncluttered, our result implies an efficient method to construct a linear size BSP for fat objects. We use our BSP to develop a data structure for point location in uncluttered scenes. The query time of our structure is O( log n) , and the amount of storage is O(n) . This result can in turn be used to perform range queries with not-too-small ranges in scenes consisting of disjoint fat objects or, more generally, in so-called low-density scenes.Abstract. We describe a new and simple method for constructing binary space partitions (BSPs) in arbitrary dimensions. We also introduce the concept of uncluttered scenes, which are scenes with a certain property that we suspect many realistic scenes exhibit, and we show that our method constructs a BSP of size O(n) for an uncluttered scene consisting of n objects. The construction time is O(n log n) . Because any set of disjoint fat objects is uncluttered, our result implies an efficient method to construct a linear size BSP for fat objects. We use our BSP to develop a data structure for point location in uncluttered scenes. The query time of our structure is O( log n) , and the amount of storage is O(n) . This result can in turn be used to perform range queries with not-too-small ranges in scenes consisting of disjoint fat objects or, more generally, in so-called low-density scenes.

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Bettina Speckmann

Eindhoven University of Technology

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Mjm Marcel Roeloffzen

Eindhoven University of Technology

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A Amirali Khosravi

Eindhoven University of Technology

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Alexander Wolff

Eindhoven University of Technology

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