Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
STOC '75 Proceedings of seventh annual ACM symposium on Theory of computing
Finding the minimum visible vertex distance between two non-intersecting simple polygons
SCG '86 Proceedings of the second annual symposium on Computational geometry
Primitives for the manipulation of three-dimensional subdivisions
SCG '87 Proceedings of the third annual symposium on Computational geometry
A Bibliography on Digital and Computational Convexity (1961-1988)
IEEE Transactions on Pattern Analysis and Machine Intelligence
Compact interval trees: a data structure for convex hulls
SODA '90 Proceedings of the first annual ACM-SIAM symposium on Discrete algorithms
SCG '85 Proceedings of the first annual symposium on Computational geometry
Convex decompositions of polyhedra
STOC '81 Proceedings of the thirteenth annual ACM symposium on Theory of computing
Optimal Algorithms for the Intersection and the Minimum Distance Problems Between Planar Polygons
IEEE Transactions on Computers
Point-driven generation of images from a hierarchical data structure
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
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Perhaps the most important application of computer geometry involves determining whether a pair of convex objects intersect. This problem is well understood in a model of computation where the objects are given as input and their intersection is returned as output. However, for many applications, we may assume that the objects already exist within the computer and that the only output desired is a single piece of data giving a common point if the objects intersect or reporting no intersection if they are disjoint. For this problem, none of the previous lower bounds are valid and we propose algorithms requiring sublinear time for their solution in 2 and 3 dimensions.