I have a .txt file with about 100,000 points in the 2-D plane.When I plot the points, there is a clearly defined 2-D region (think of a 2-D disc that has been morphed a bit).
I am trying to implement rotating calipers in Haskell from Wikipedia . The only difference with Wikipedia is ,i am calculating square of maximum width of convex polygon rather than minimum width to te
given a mesh made entirely of quads, where every vertex has valence n (with n >= 3), and does not lie on the same plane, I need to find the distance of every vertex in the 开发者_JAVA技巧mesh from a c
I need to generate n random points in general position in the plane, i.e. no three points can lie on a same line. Points should have coordinates that are integers and lie inside a fixed square m x m
I am getting the following error when trying to create geography elements in sql 2008: NET Framework error occurred during execution of user-defined routine
I am implementing a divide and conquer approach to convex hull in CUDA. This is my approach: Bottom up:
Let\'s suppose plate tectonics is wrong and our planet Earth has expanded over time, the continents being the remnants of a crust that once covered the entire surface of a smaller planet, the oceans f
I\'m looking for an algorithm that tests whether 2 line segments are intersecting in a GPU-friendly way.The line segments are in 2D.While there are many algorithms discussed on the web for doing this,
Imagine you have a 2D polygon (a 2D closed polygonal chain to be more precise). How do you check if it contains self-intersections? It can be convex or concave, oriented clockwise or counter-clockwise
I\'m asking this questions out of curiostity, since my quick and dirty implementation seems to be good enough.However I\'m curious what a better implementation would be.