Computational Geometry News
The latest Computational Geometry coverage curated for game developers.
A new hex-meshing method promises fully automatic conforming meshes with planar quad faces, a long-standing pain point for simulation pipelines. It uses two refinement passes under a moderate balancing condition, …
arXiv cs.GR details a cartogram built with optimal transport, turning 2025 world population into a contiguous map on a 4096×4096 Mercator grid. The method uses a Brenier map to avoid …
A new method computes trait-induced merge trees exactly for bivariate fields, avoiding the sampling errors that can hide zero-valued features. For graphics and tools teams working with scientific or topology-driven …
A new grid-visibility method can trace line of sight across an entire 2D map in one pass, with O(n) compute and memory cost. It avoids preprocessing and stays independent of …
A new collision-handling method for deformable simulation builds explicit convex “safe” regions around each vertex before penetration happens. That makes it easier to catch primary, secondary, and codimensional contacts without …
A new generative modeling framework, TreeSRNF, tackles one of the harder 3D content problems: tree-like objects that change in both branching structure and surface shape. It extends Square Root Normal …
A new paper proposes an algorithmic way to make thematic maps respond smoothly to different screen sizes instead of hand-tuning separate layouts. The core idea is a “layout guide” that …
A new tetrahedral contouring method can recover a manifold, intersection-free mesh even when a single cell contains multiple surface patches or thin sheets. For graphics teams, the big deal is …
Curved CAD-style geometry is finally getting a faster containment test: this paper extends generalized winding numbers to NURBS curves and trimmed NURBS patches without falling back to triangle-only approximations. The …
The introduction of a scalable persistence-based topological optimization method could significantly enhance the workflow for graphics programmers. By utilizing random slicing and Nadaraya-Watson smoothing, this approach promises faster computations and …
A paper from arXiv gives spherical origami a formal geometry toolkit, including explicit spherical versions of all seven Huzita–Justin axioms. For game teams, the practical angle is procedural folding on …
The introduction of Manifold k-NN presents a significant advancement for graphics programmers, offering a 1x to 10x speedup in k-NN queries for manifold-aligned data. This method enhances the efficiency of …
A new SDF reconstruction method explicitly models the medial axis, which is where distance fields usually get tricky and lose accuracy. The authors say that extra constraint improves both near-surface …