Computational geometry: an introduction
Computational geometry: an introduction
Topologically sweeping an arrangement
Journal of Computer and System Sciences - 18th Annual ACM Symposium on Theory of Computing (STOC), May 28-30, 1986
Geometric and computational aspects of manufacturing processes
Geometric and computational aspects of manufacturing processes
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
A coherent sweep plane slicer for layered manufacturing
Proceedings of the fifth ACM symposium on Solid modeling and applications
On some geometric optimization problems in layered manufacturing
Computational Geometry: Theory and Applications
Minimizing support structures and trapped area in two-dimensional layered manufacturing
Computational Geometry: Theory and Applications
LEDA: a platform for combinatorial and geometric computing
LEDA: a platform for combinatorial and geometric computing
Approximation algorithms for layered manufacturing
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
Improved construction of vertical decompositions of three-dimensional arrangements
Proceedings of the eighteenth annual symposium on Computational geometry
Rapid Prototyping and Manufacturing: Fundamentals of StereoLithography
Rapid Prototyping and Manufacturing: Fundamentals of StereoLithography
Geometric methods in computer-aided design and manufacturing
Geometric methods in computer-aided design and manufacturing
Rapid Prototyping: Principles and Applications
Rapid Prototyping: Principles and Applications
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Layered manufacturing is a technology that allows physical prototypes of three-dimensional(3D) models to be built directly from their digital representation, as a stack of two-dimensional(2D) layers. A key design problem here is the choice of a suitable direction in which the digital model should be oriented and built so as to minimize the area of contact between the prototype and temporary support structures that are generated during the build. Devising an efficient algorithm for computing such a direction has remained a difficult problem for quite some time. In this paper, a suite of efficient and practical heuristics is presented for estimating the minimum contact area. Also given is a technique for evaluating the quality of the estimate provided by any heuristic, which does not require knowledge of the (unknown and hard-to-compute) optimal solution; instead, it provides an indirect upper bound on the quality of the estimate via two relatively easy-to-compute quantities. The algorithms are based on various techniques from computational geometry, such as ray-shooting, convex hulls, boolean operations on polygons, and spherical arrangements, and have been implemented and tested. Experimental results on a wide range of real-world models show that the heuristics perform quite well in practice.