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  <title>comp.graphics.algorithms Google Group</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms</link>
  <description>Algorithms used in producing computer graphics.</description>
  <language>en</language>
  <item>
  <title>Re: Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/ba09c185aea62f34?show_docid=ba09c185aea62f34</link>
  <description>
  Well, pie slice is most accurate, but my requirements are a little less &lt;br&gt; strict. My actual need is to find the closest circle to the vertex &lt;br&gt; which is within the bounded rays. &lt;br&gt; I&#39;ll want to improve the speed eventually, but I think in order to do &lt;br&gt; that, I&#39;ll need to implement a spacial index of my circles.
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/ba09c185aea62f34?show_docid=ba09c185aea62f34</guid>
  <author>
  newsgroup.spamfil...@virtualinfinity.net
  (Daniel Pitts)
  </author>
  <pubDate>Tue, 05 Jan 2010 07:53:35 UT
</pubDate>
  </item>
  <item>
  <title>Re: Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/d1c4a5c192fc9d03?show_docid=d1c4a5c192fc9d03</link>
  <description>
  Your subject line says &amp;quot;pie slice&amp;quot;, which I interpreted to mean a &lt;br&gt; sector of a circle (a finite region). Your description here indicates &lt;br&gt; that you mean the region bounded between two rays (an infinite &lt;br&gt; region), which is easier to handle (with the algorithm you mention).
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/d1c4a5c192fc9d03?show_docid=d1c4a5c192fc9d03</guid>
  <author>
  dnospamebe...@usemydomain.com
  (Dave Eberly)
  </author>
  <pubDate>Tue, 05 Jan 2010 05:55:07 UT
</pubDate>
  </item>
  <item>
  <title>Re: Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/f07588c7e94f8d31?show_docid=f07588c7e94f8d31</link>
  <description>
  Hmm, looking a little more at the document, it looks like I might be &lt;br&gt; better off using the method describe there. The only problem is the &lt;br&gt; algorithm expects the cone to be defined in terms of an axis and theta, &lt;br&gt; but I&#39;ve defined it as two separate angles. &lt;br&gt; Actually, now that I think about it, I probably can refactor my code
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/f07588c7e94f8d31?show_docid=f07588c7e94f8d31</guid>
  <author>
  newsgroup.spamfil...@virtualinfinity.net
  (Daniel Pitts)
  </author>
  <pubDate>Tue, 05 Jan 2010 05:09:42 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/a991527805032f77?show_docid=a991527805032f77</link>
  <description>
  Hi Dave, &lt;br&gt; Could you post a link to such a paper (or papers)? &lt;br&gt; For my own interest:)
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/a991527805032f77?show_docid=a991527805032f77</guid>
  <author>
  n...@here.com
  (Kaba)
  </author>
  <pubDate>Mon, 04 Jan 2010 23:40:53 UT
</pubDate>
  </item>
  <item>
  <title>Re: Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/d109eb29ac3dfa53?show_docid=d109eb29ac3dfa53</link>
  <description>
  I actually came up with a solution to this. I test if the center of the &lt;br&gt; circle is within the angles OR if either ray intersects the circle. This &lt;br&gt; gives me the results I need.
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/d109eb29ac3dfa53?show_docid=d109eb29ac3dfa53</guid>
  <author>
  newsgroup.spamfil...@virtualinfinity.net
  (Daniel Pitts)
  </author>
  <pubDate>Mon, 04 Jan 2010 22:59:44 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/ae3e0179673ad883?show_docid=ae3e0179673ad883</link>
  <description>
  You say you know the order? Then you have a triangle mesh, right? This &lt;br&gt; meets your C0-continuity criterion. I am missing something in your posts, &lt;br&gt; because this would easy enough that you would not be posting about it :) &lt;br&gt; If you have a triangle mesh and you want instead C1 continuity, there are &lt;br&gt; tricks you can do with Bezier triangle patches (your quads would be split
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/ae3e0179673ad883?show_docid=ae3e0179673ad883</guid>
  <author>
  dnospamebe...@usemydomain.com
  (Dave Eberly)
  </author>
  <pubDate>Mon, 04 Jan 2010 22:01:56 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/ffef44469989c35b?show_docid=ffef44469989c35b</link>
  <description>
  The points aren&#39;t positioned following any set of rules. They just respect their &lt;br&gt; relative placement among each other and the surface that they generate isn&#39;t &lt;br&gt; heavily distorted. It&#39;s just like I start off with a set of points which fully &lt;br&gt; describe a regular polyhedron but the nodes may be moved a bit off their original
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/ffef44469989c35b?show_docid=ffef44469989c35b</guid>
  <author>
  rui.mac...@gmail.com
  (Rui Maciel)
  </author>
  <pubDate>Mon, 04 Jan 2010 19:37:44 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/a8b7109de4bc7961?show_docid=a8b7109de4bc7961</link>
  <description>
  Kaba wrote: &lt;br&gt; Yes, I&#39;m aiming for a set of independent polynomial patches. &lt;br&gt; In my case it&#39;s only important to ensure C0 continuity. &lt;br&gt; Thanks for the link, Kaba. After a quick browse I believe that that isn&#39;t &lt;br&gt; necessarily what I had in mind. What I&#39;m looking for should be simpler than the &lt;br&gt; process described in the paper, as I only need to generate a surface from a small
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/a8b7109de4bc7961?show_docid=a8b7109de4bc7961</guid>
  <author>
  rui.mac...@gmail.com
  (Rui Maciel)
  </author>
  <pubDate>Mon, 04 Jan 2010 19:22:52 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/cfbbcc84b5858d27?show_docid=cfbbcc84b5858d27</link>
  <description>
  It seems to me there&#39;s a terminology problem here. If you have true &lt;br&gt; control points, then you already have everything you need to solve &lt;br&gt; your problem. There is no such thing as generic control points; all &lt;br&gt; control points are specific to their particular algorithm. On the &lt;br&gt; other hand, if all you have is data points on a surface, then there
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/cfbbcc84b5858d27?show_docid=cfbbcc84b5858d27</guid>
  <author>
  david_f_kni...@yahoo.com
  (david_f_knight)
  </author>
  <pubDate>Mon, 04 Jan 2010 19:03:15 UT
</pubDate>
  </item>
  <item>
  <title>ISA 2010: submissions until 25 January 2010</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/c1abd5eab23809c7/71070302e77610a4?show_docid=71070302e77610a4</link>
  <description>
  Apologies for cross-postings. Please send to interested colleagues and &lt;br&gt; students &lt;br&gt; -- CALL FOR PAPERS - Deadline for submissions: 25 January 2010 -- &lt;br&gt; IADIS INTERNATIONAL CONFERENCE INTELLIGENT SYSTEMS AND AGENTS 2010 &lt;br&gt; Freiburg, Germany, 29 - 31 July 2010 &lt;br&gt; (&lt;a target=&quot;_blank&quot; rel=nofollow href=&quot;http://www.isa-conf.org/&quot;&gt;[link]&lt;/a&gt;) &lt;br&gt; part of the IADIS Multi Conference on Computer Science and Information
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/c1abd5eab23809c7/71070302e77610a4?show_docid=71070302e77610a4</guid>
  <author>
  natty2...@gmail.com
  (natty2006@gmail.com)
  </author>
  <pubDate>Mon, 04 Jan 2010 16:24:13 UT
</pubDate>
  </item>
  <item>
  <title>Re: Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/6d5fa4b468cdce1f?show_docid=6d5fa4b468cdce1f</link>
  <description>
  This is similar to the 3D problem of testing for intersection of a sphere &lt;br&gt; and a cone: &lt;br&gt; &lt;a target=&quot;_blank&quot; rel=nofollow href=&quot;http://www.geometrictools.com/Documentation/IntersectionSphereCone.pdf&quot;&gt;[link]&lt;/a&gt; &lt;br&gt; Test whether the circle is &amp;quot;outside&amp;quot; either line forming the pie slice (a 2D &lt;br&gt; one-sided cone). If it is, then there is no intersection. If it is not,
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/6d5fa4b468cdce1f?show_docid=6d5fa4b468cdce1f</guid>
  <author>
  dnospamebe...@usemydomain.com
  (Dave Eberly)
  </author>
  <pubDate>Mon, 04 Jan 2010 14:42:29 UT
</pubDate>
  </item>
  <item>
  <title>Testing for circle overlapping a pie slice.</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/aa607cc7a8122777?show_docid=aa607cc7a8122777</link>
  <description>
  Another 2d problem... &lt;br&gt; Given a circle (point + radius), and a pie slice (centered at origin + &lt;br&gt; start/stop angle), is there an easy test for whether the circle &lt;br&gt; intersects with the pie slice? &lt;br&gt; boolean intersects(AngelBracket bracket, Vector center, double radius) { &lt;br&gt; return /* true if circle is in the angle bracket */;
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/afcb1deb18755dbb/aa607cc7a8122777?show_docid=aa607cc7a8122777</guid>
  <author>
  newsgroup.spamfil...@virtualinfinity.net
  (Daniel Pitts)
  </author>
  <pubDate>Mon, 04 Jan 2010 05:08:54 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/0fc273b0be7f490f?show_docid=0fc273b0be7f490f</link>
  <description>
  What else do you know about the points? For example, is a &amp;quot;distorted face&amp;quot; &lt;br&gt; generated by moving the originally planar points in the direction &lt;br&gt; perpendicular to the plane? Are the points grouped by face? Are your faces &lt;br&gt; essentially triangles? Do you know adjacency information about the points &lt;br&gt; on a distorted face? Any such information will help avoid the generic case
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/0fc273b0be7f490f?show_docid=0fc273b0be7f490f</guid>
  <author>
  dnospamebe...@usemydomain.com
  (Dave Eberly)
  </author>
  <pubDate>Mon, 04 Jan 2010 02:52:59 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/9ee75f6cfb6a0023?show_docid=9ee75f6cfb6a0023</link>
  <description>
  (I am writing this after reading your answer to Dave) &lt;br&gt; When you mention Lagrance polynomials it seems that you are expecting to &lt;br&gt; represent the surfaces either using a single polynomial patch or a set &lt;br&gt; of independent polynomial patches. &lt;br&gt; Out of these two the first one is often a bad idea since surfaces are
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/9ee75f6cfb6a0023?show_docid=9ee75f6cfb6a0023</guid>
  <author>
  n...@here.com
  (Kaba)
  </author>
  <pubDate>Sun, 03 Jan 2010 22:22:17 UT
</pubDate>
  </item>
  <item>
  <title>Re: surface interpolation?</title>
  <link>http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/bd446e4c624bfbd8?show_docid=bd446e4c624bfbd8</link>
  <description>
  The points are used to define arbitrary surfaces, each of a very specific format. &lt;br&gt; To be more precise, each set of points are used to define surfaces of polyhedrons, &lt;br&gt; such as tetrahedrons and hexahedrons, which may have distorted faces. &lt;br&gt; &amp;lt;snip/&amp;gt; &lt;br&gt; Sounds interesting. Is there any online doc which touches that subject that I can
  </description>
  <guid isPermaLink="true">http://groups.google.com/group/comp.graphics.algorithms/browse_frm/thread/73268e8ccadad33c/bd446e4c624bfbd8?show_docid=bd446e4c624bfbd8</guid>
  <author>
  rui.mac...@gmail.com
  (Rui Maciel)
  </author>
  <pubDate>Sun, 03 Jan 2010 17:51:49 UT
</pubDate>
  </item>
  </channel>
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