Academic literature on the topic 'Tessellation'

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Journal articles on the topic "Tessellation"

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Chang, Wei. "Application of Tessellation in Architectural Geometry Design." E3S Web of Conferences 38 (2018): 03015. http://dx.doi.org/10.1051/e3sconf/20183803015.

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Tessellation plays a significant role in architectural geometry design, which is widely used both through history of architecture and in modern architectural design with the help of computer technology. Tessellation has been found since the birth of civilization. In terms of dimensions, there are two- dimensional tessellations and three-dimensional tessellations; in terms of symmetry, there are periodic tessellations and aperiodic tessellations. Besides, some special types of tessellations such as Voronoi Tessellation and Delaunay Triangles are also included. Both Geometry and Crystallography, the latter of which is the basic theory of three-dimensional tessellations, need to be studied. In history, tessellation was applied into skins or decorations in architecture. The development of Computer technology enables tessellation to be more powerful, as seen in surface control, surface display and structure design, etc. Therefore, research on the application of tessellation in architectural geometry design is of great necessity in architecture studies.
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Nguyen, Linh Ngoc, Viola Weiss, and Richard Cowan. "COLUMN TESSELLATIONS." Image Analysis & Stereology 34, no. 2 (June 28, 2015): 87. http://dx.doi.org/10.5566/ias.1285.

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A new class of non facet-to-facet random tessellations in three-dimensional space is introduced -- the so-called column tessellations. The spatial construction is based on a stationary planar tessellation; each cell of the spatial tessellation is a prism whose base facet is congruent to a cell of the planar tessellation. Thus intensities, topological and metric mean values of the spatial tessellation can be calculated from suitably chosen parameters of the planar tessellation.
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Nagel, Werner, and Viola Weiss. "Crack STIT tessellations: characterization of stationary random tessellations stable with respect to iteration." Advances in Applied Probability 37, no. 4 (December 2005): 859–83. http://dx.doi.org/10.1239/aap/1134587744.

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Our main result is the proof of the existence of random stationary tessellations in d-dimensional Euclidean space with the following stability property: their distribution is invariant with respect to the operation of iteration (or nesting) of tessellations with an appropriate rescaling. This operation means that the cells of a given tessellation are individually and independently subdivided by independent, identically distributed tessellations, resulting in a new tessellation. It is also shown that, for any stationary tessellation, the sequence that is generated by repeated rescaled iteration converges weakly to such a stable tessellation; thus, the class of all stable stationary tessellations is fully characterized.
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Nagel, Werner, and Viola Weiss. "Crack STIT tessellations: characterization of stationary random tessellations stable with respect to iteration." Advances in Applied Probability 37, no. 04 (December 2005): 859–83. http://dx.doi.org/10.1017/s0001867800000574.

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Our main result is the proof of the existence of random stationary tessellations in d-dimensional Euclidean space with the following stability property: their distribution is invariant with respect to the operation of iteration (or nesting) of tessellations with an appropriate rescaling. This operation means that the cells of a given tessellation are individually and independently subdivided by independent, identically distributed tessellations, resulting in a new tessellation. It is also shown that, for any stationary tessellation, the sequence that is generated by repeated rescaled iteration converges weakly to such a stable tessellation; thus, the class of all stable stationary tessellations is fully characterized.
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Blackwell, Paul G., and Jesper Møller. "Bayesian analysis of deformed tessellation models." Advances in Applied Probability 35, no. 1 (March 2003): 4–26. http://dx.doi.org/10.1239/aap/1046366096.

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We define a class of tessellation models based on perturbing or deforming standard tessellations such as the Voronoi tessellation. We show how distributions over this class of ‘deformed’ tessellations can be used to define prior distributions for models based on tessellations, and how inference for such models can be carried out using Markov chain Monte Carlo methods; stability properties of the algorithms are investigated. Our approach applies not only to fixed dimension problems, but also to variable dimension problems, in which the number of cells in the tessellation is unknown. We illustrate our methods with two real examples. The first relates to reconstructing animal territories, represented by the individual cells of a tessellation, from observation of an inhomogeneous Poisson point process. The second example involves the analysis of an image of a cross-section through a sample of metal, with the tessellation modelling the micro-crystalline structure of the metal.
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Blackwell, Paul G., and Jesper Møller. "Bayesian analysis of deformed tessellation models." Advances in Applied Probability 35, no. 01 (March 2003): 4–26. http://dx.doi.org/10.1017/s0001867800012052.

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We define a class of tessellation models based on perturbing or deforming standard tessellations such as the Voronoi tessellation. We show how distributions over this class of ‘deformed’ tessellations can be used to define prior distributions for models based on tessellations, and how inference for such models can be carried out using Markov chain Monte Carlo methods; stability properties of the algorithms are investigated. Our approach applies not only to fixed dimension problems, but also to variable dimension problems, in which the number of cells in the tessellation is unknown. We illustrate our methods with two real examples. The first relates to reconstructing animal territories, represented by the individual cells of a tessellation, from observation of an inhomogeneous Poisson point process. The second example involves the analysis of an image of a cross-section through a sample of metal, with the tessellation modelling the micro-crystalline structure of the metal.
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Mecke, Joseph, Werner Nagel, and Viola Weiss. "The iteration of random tessellations and a construction of a homogeneous process of cell divisions." Advances in Applied Probability 40, no. 1 (March 2008): 49–59. http://dx.doi.org/10.1239/aap/1208358886.

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A random tessellation of ℝd is said to be homogeneous if its distribution is invariant under all shifts of ℝd. The iteration of homogeneous random tessellations is described in a new manner that makes it evident that the resulting random tessellation is homogeneous again. Furthermore, a tessellation-valued process is constructed, the random states of which are homogeneous random tessellations stable under iteration (STIT). It can be interpreted as a process of subsequent division of cells.
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Mecke, Joseph, Werner Nagel, and Viola Weiss. "The iteration of random tessellations and a construction of a homogeneous process of cell divisions." Advances in Applied Probability 40, no. 01 (March 2008): 49–59. http://dx.doi.org/10.1017/s0001867800002378.

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A random tessellation of ℝ d is said to be homogeneous if its distribution is invariant under all shifts of ℝ d . The iteration of homogeneous random tessellations is described in a new manner that makes it evident that the resulting random tessellation is homogeneous again. Furthermore, a tessellation-valued process is constructed, the random states of which are homogeneous random tessellations stable under iteration (STIT). It can be interpreted as a process of subsequent division of cells.
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Kizilörenli, Ecenur, and Feray Maden. "Tessellation in Architecture from Past to Present." IOP Conference Series: Materials Science and Engineering 1203, no. 3 (November 1, 2021): 032062. http://dx.doi.org/10.1088/1757-899x/1203/3/032062.

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Abstract Tessellation, which has examples of use in art and architecture, is the covering of a surface using one or more geometric shapes without overlapping or gaps. Based on Roman mosaics, the tessellation has an important place in architecture since the ancient times. Through the history, different patterns have been used by many cultures for various applications ranging from decorative covering elements to multi-functional latticework screens. The tessellation has still been used in contemporary architecture since it not only allows creating the geometrical surface in an order but also provides multi-functionality to the surface when applied as shading elements. The tessellation can be reviewed under three categories such as regular, semi-regular and demi-regular tessellations. Two- and three-dimensional examples of the tessellations can be seen in contemporary architecture either as façade elements or patterns used for structural elements. Because the tessellation plays a significant role in architecture in terms of geometrical or structural design, the interest on this topic has been increased in recent years. Due to their great potentials, more studies should be conducted on the tessellations. For this reason, within the scope of this paper, the applied examples of the tessellations in buildings from past to present are examined which include both static and kinetic ones. In this paper, the geometric design principles, combination methods and iteration processes of the examples are also presented. As well as providing a deeper understanding of such tessellation methods, this study will serve as a basis of reference for future studies in this field.
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Ponížil, Petr, Ivan Saxl, and Jaroslav Procházka. "Classification and Computer Simulation of 2D Tessellations." Materials Science Forum 567-568 (December 2007): 281–84. http://dx.doi.org/10.4028/www.scientific.net/msf.567-568.281.

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In an analogy to the 3D tool of tessellation classification – w−s diagram, a similar graphical device is proposed for 2D tessellations. Any tessellation is represented by a point in the Cartesian coordinate system with the axes Ep (the mean cell perimeter) and CV a (the coefficient of cell area variation). Images of tessellations and p−CV a diagrams for selected tessellations with low and high values of CV a are shown as examples.
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Dissertations / Theses on the topic "Tessellation"

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Kvalsvik, Jakobsen Andreas. "Tessellation based Terrain Rendering." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18623.

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Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have grown to adopt an increasing number of techniques to speed-up photorealistic rendering. One such technique is tessellation, i.e. the recursive subdivision of object elements into finer or coarser parts with the aim of achieving the appropriate amount of detail. The aim of this thesis is an adaptive tessellation algorithm for terrain rendering which can highlight important parts of the terrain while maintaining reasonable performance. This algorithm needs to be crack-free to avoid pixel faults between adjacent patches. A prototype was created in OSG, with GLSL shaders. The adaptive tessellation used three tessellation selection factors based on distance, a tessellation map and normals. An OSG program with five GLSL shaders (vertex, tessellation control, tessellation evaluation, geometry and fragment) was created for the tessellation of the terrain. The greatest advantage of tessellation is the reduced bandwidth between memory and GPU. Tessellation improves FPS, because it's faster to control vertices on the GPU than on the CPU.
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Hess, Steffen. "Particle hydrodynamics with tessellation techniques." Diss., lmu, 2011. http://nbn-resolving.de/urn:nbn:de:bvb:19-131613.

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Cervin, Albert. "Adaptive Hardware-accelerated Terrain Tessellation." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91334.

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In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage and used to bias the tessellation factor for a given edge. The scheme is implemented inside FrostbiteTM2 by EATM DICETM and produces good results while making the heightfield rendering more efficient. The performance gain can be used to increase the rendering detail, allowing for better visual appearance for the terrain mesh. The scheme is currently implemented for hardware tessellation but could also be used for software terrain mesh generation. The implementation works satisfactory and produces good results with a reasonable speed.
I den här rapporten för examensarbete presenteras en algoritm för att utföra adaptiv hårdvarutessellation av terräng. Algoritmen använder sig av ett offline-steg där ett höjdfält analyseras med avseende på kurvatur och resultatet lagras i en densitets-karta. Den här densitets-kartan används sedan som en resurs i hårdvarutessellationen där den påverkar en tessellationsfaktor för en given triangel-kant. Algoritmen har implementerats i spelmotorn FrostbiteTM2 skapad av EATM DICETM och producerar goda resultat samtidigt som den gör rendering av terrängen effektivare. Detta medf¨or att detaljnivån för terrängrenderingen kanökas, vilket i sin tur leder till en visuell förbättring. Algoritmen är för närvarande endast implementerad för hårdvarutessellation men skulle också kunna användas för mjukvarugenerering av terrängens geometri. Algoritmen fungerar tillfredsställande och producerar goda resultat med en acceptabel hastighet.
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Panzitta, Michael James. "Tessellation for computer image generation." Master's thesis, University of Central Florida, 1987. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/2611.

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University of Central Florida College of Engineering Thesis
Of the vast number of algorithms used in modern computer image generation, most rely upon data bases comprised of polygons. This becomes a severe impediment when curved objects must be modeled and displayed with an acceptable level of speed and accuracy. A technique is needed to provide a means of modeling curved surfaces, storing them in a data base, and displaying them using existing algorithms. Tessellation is one methd of achieving such goals.
M.S.
Masters;
College of Engineering
Engineering
Engineering
51 p.
vi, 51 leaves, bound : ill. ; 28 cm.
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O'Connor, Kevin Luke. "Image segmentation through optimal tessellation." Thesis, Imperial College London, 1988. http://hdl.handle.net/10044/1/47210.

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Schaap, Willem Egbert. "DTFE the Delaunay Tessellation Field Estimator /." [S.l. : [Groningen : s.n.] ; University Library Groningen] [Host], 2006. http://irs.ub.rug.nl/ppn/298831376.

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Löwgren, Martin, and Niklas Olin. "PN-triangle tessellation using Geometry shaders : The effect on rendering speed compared to the fixed function tessellator." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3818.

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With each computer game generation there is always a demand for more visually pleasing environments. This pushes game developers to create more powerful rendering techniques and game artists to create more detailed art. With a visually stunning backdrop also comes the need for high-resolution models. A common issue is that if all models in a scene are high-resolution it would not only require immensely powerful hardware, it would also be wasteful as only the models in the foreground are close enough that we would recognize the increased details. The common solution to this problem has been to load several versions of each model containing varying amounts of detail. However this solution has the drawback that it increases our memory footprints as more models are loaded into the memory. Tessellation offers a more dynamic solution to the problem as it only requires us to load a low-resolution model and higher resolution versions can be generated during run-time on the GPU. With the introduction of DirectX 11 tessellation is now supported in the hardware, however we are still a few years away from seeing DirectX 11 being used as the core of any 3D rendering engine. In a transitional period like this between hardware generations game developers has to tackle the dilemma that the current hardware generation has to be supported when creating games that will also utilize the next generation. This thesis focuses on comparing the performance of a tessellation scheme supported by the current hardware generation, DirectX 10, as opposed to a scheme developed for the next generation, DirectX 11. Two prototypes, one using the Geometry shader that was introduced in DirectX 10 and the other using the fixed function tessellator introduced in DirectX 11, were built to compare the performance of tessellated model rendering. Several different variants of each prototype were tested and the general conclusion is that the tessellator performed better than the Geometry shader.
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Lambert, Thibaud. "Level-Of-Details Rendering with Hardware Tessellation." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0948/document.

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Au cours des deux dernières décennies, les applications temps réel ont montré des améliorations colossales dans la génération de rendus photoréalistes. Cela est principalement dû à la disponibilité de modèles 3D avec une quantité croissante de détails. L'approche traditionnelle pour représenter et visualiser des objets 3D hautement détaillés est de les décomposer en un maillage basse fréquence et une carte de déplacement encodant les détails. La tessellation matérielle est le support idéal pour implémenter un rendu efficace de cette représentation. Dans ce contexte, nous proposons une méthode générale pour la génération et le rendu de maillages multi-résolutions compatibles avec la tessellation matérielle. Tout d'abord, nous introduisons une métrique dépendant de la vue capturant à la fois les distorsions géométriques et paramétriques, permettant de sélectionner la le niveau de résolution approprié au moment du rendu. Deuxièmement, nous présentons une nouvelle représentation hiérarchique permettant d'une part des transitions temporelles et spatiales continues entre les niveaux et d'autre part une tessellation matérielle non uniforme. Enfin, nous élaborons un processus de simplification pour générer notre représentation hiérarchique tout en minimisant notre métrique d'erreur. Notre méthode conduit à d'énormes améliorations tant en termes du nombre de triangles affiché qu'en temps de rendu par rapport aux méthodes alternatives
In the last two decades, real-time applications have exhibited colossal improvements in the generation of photo-realistic images. This is mainly due to the availability of 3D models with an increasing amount of details. Currently, the traditional approach to represent and visualize highly detailed 3D objects is to decompose them into a low-frequency mesh and a displacement map encoding the details. The hardware tessellation is the ideal support to implement an efficient rendering of this representation. In this context, we propose a general framework for the generation and the rendering of multi-resolution feature-aware meshes compatible with hardware tessellation. First, we introduce a view-dependent metric capturing both geometric and parametric distortions, allowing to select the appropriate resolution at rendertime. Second, we present a novel hierarchical representation enabling on the one hand smooth temporal and spatial transitions between levels and on the other hand a non-uniform hardware tessellation. Last, we devise a simplification process to generate our hierarchical representation while minimizing our error metric. Our framework leads to huge improvements both in terms of triangle count and rendering time in comparison to alternative methods
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Alonso, Ortega Rodrigo Ignacio. "A delaunay Tessellation based void finder algorithm." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/139868.

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Magíster en Ciencias, Mención Computación
Ingeniero Civil en Computación
En el campo de la cosmología, los vacíos son regiones del espacio cuya densidad es nota- blemente menor que la densidad de fondo, abarcando distancias en el rango de 20 50 Mpc/h (1 Mpc/h ∼ 2,10 × 1019 km). Los primeros vacíos fueron descubiertos en los primeros catá- logos sistemáticos de galaxias lejanas a fines de la década de 1970. Sus propiedades han sido reconocidas como críticas para la comprensión de la estructura a gran escala del universo. Múltiples esfuerzos han sido destinados al estudio de los vacíos cósmicos para una mejor com- prensión de las etapas tempranas y posterior evolución del universo a gran escala, mediante el refinamiento y validación de los modelos cósmicos actuales. La tarea de detectar vacíos, sin embargo, no es trivial y es subjetiva pues la definición de vacío es algo ambigua. Hasta el día de hoy diversos autores continúan investigando este campo, por ejemplo mediante el diseño de mejores algoritmos para detectarlos dentro de catálogos o surveys de galaxias. Considerando lo anterior, hemos desarrollado un algoritmo de detección de vacíos basado en teselaciones de Delaunay: el algoritmo DELFIN (DELaunay Edge Void FINder) que se caracteriza por ser robusto, eficiente y extensible (tanto en 2-d y 3-d), aplicable en grandes catálogos de galaxias. Hemos alcanzado estas características mediante modificaciones y ex- tensiones sobre el algoritmo de Hervías et al. publicado en 2014. Nuestro algoritmo comparte algunas similitudes elementales con otros trabajos, pero las teselaciones de Delaunay proveen mayor maleabilidad y mejor rendimiento. Además, hemos validado nuestro algoritmo tanto con datos artificiales como reales, evaluándonos frente a un algoritmo buscador de vacíos ya existente (Foster y Nelson, 2008), con resultados alentadores. Tanto la implementación 2-d como la implementación 3-d (bajo ciertos supuestos) corren en tiempo O(n log n), donde n es el número de galaxias. Finalmente, proponemos algunas áreas para futura investigación, a partir de las cuales este algoritmo se vería beneficiado, así como también algunas sugerencias sobre cómo abordar y resolver algunos problemas asociados.
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Olsson, Victor, and Viktor Eklund. "CPU Performance Evaluation for 2D Voronoi Tessellation." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18259.

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Voronoi tessellation can be used within a couple of different fields. Some of these fields include healthcare, construction and urban planning. Since Voronoi tessellations are used in multiple fields, it is motivated to know the strengths and weaknesses of the algorithms used to generate them, in terms of their efficiency. The objectives of this thesis are to compare two CPU algorithm implementations for Voronoi tessellation in regards to execution time and see which of the two is the most efficient. The algorithms compared are The Bowyer-Watson algorithm and Fortunes algorithm. The Fortunes algorithm used in the research is based upon a pre-existing Fortunes implementation while the Bowyer-Watson implementation was specifically made for this research. Their differences in efficiency were determined by measuring their execution times and comparing them. This was done in an iterative manner, where for each iteration, the amount of data to be computed was continuously increased. The results show that Fortunes algorithm is more efficient on the CPU without using any acceleration techniques for any of the algorithms. It took 70 milliseconds for the Bowyer-Watson method to calculate 3000 input points while Fortunes method took 12 milliseconds under the same conditions. As a conclusion, Fortunes algorithm was more efficient due to the Bowyer-Watson algorithm doing unnecessary calculations. These calculations include checking all the triangles for every new point added. A suggestion for improving the speed of this algorithm would be to use a nearest neighbour search technique when searching through triangles.
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Books on the topic "Tessellation"

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(Firm), Tessellations, ed. Puzzellations: Tessellation puzzles with nearly endless solutions. Tempe, AZ: Tessellations, 1996.

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Publications, Dale Seymour, ed. Tessellation winners: Escher-like original student art, the first contest. Palo Alto, CA: Dale Seymour Publications, 1991.

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F, Voronoi G., and Dirichlet G. L, eds. Voronoi Translated: Introduction to Voronoi tessellation and essays by G.L.Dirichlet and G.F.Voronoi. Bangkok: Kittix Publishing, 2001.

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Fathauer, Robert. Tessellations. Boca Raton : AK Peters/CRC Press, 2021.: A K Peters/CRC Press, 2020. http://dx.doi.org/10.1201/9780429197123.

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Jackie, Robinson. Tessellations. Durango, CO (600 Main Ave., Durango 81301): Animas Quilts Pub., 1992.

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Okabe, Atsuyuki, Barry Boots, Kokichi Sugihara, Sung Nok Chiu, and D. G. Kendall, eds. Spatial Tessellations. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2000. http://dx.doi.org/10.1002/9780470317013.

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Group, Pearson Learning, ed. Tessellations everywhere. Parsippany, NJ: Celebration Press, 2008.

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Porter, Christine. Tessellation Quilts. David & Charles, 2006.

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Maas, Robert. Tessellation Row. Independently Published, 2017.

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Breeden, Terri. Tessellation Posters. J Weston Walch Pub, 1999.

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Book chapters on the topic "Tessellation"

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Ždímalová, Mária. "Tessellation." In Lecture Notes in Networks and Systems, 225–34. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29796-1_19.

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Shekhar, Shashi, and Hui Xiong. "Dirichlet Tessellation." In Encyclopedia of GIS, 245. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-35973-1_301.

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Akiyama, Jin, and Kiyoko Matsunaga. "Tessellation Polyhedra." In Treks into Intuitive Geometry, 235–55. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-55843-9_10.

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Ito, Yasushi. "Voronoi Tessellation." In Encyclopedia of Applied and Computational Mathematics, 1546–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-540-70529-1_315.

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Mukundan, Ramakrishnan. "Mesh Tessellation." In 3D Mesh Processing and Character Animation, 91–128. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-81354-3_5.

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Hrach, Rudolf. "Plane Tessellation." In MINTUS – Beiträge zur mathematisch-naturwissenschaftlichen Bildung, 111–32. Wiesbaden: Springer Fachmedien Wiesbaden, 2022. http://dx.doi.org/10.1007/978-3-658-38867-6_5.

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Akiyama, Jin, and Kiyoko Matsunaga. "Tessellation Polyhedra." In Treks into Intuitive Geometry, 437–57. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-8608-8_12.

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Fathauer, Robert. "Tessellation Metamorphoses and Dissections." In Tessellations, 301–10. Boca Raton : AK Peters/CRC Press, 2021.: A K Peters/CRC Press, 2020. http://dx.doi.org/10.1201/9780429197123-19.

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Gruen, Holger. "Vertex Shader Tessellation." In GPU Pro 360, 119–28. Boca Raton : Taylor & Francis, CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/b22483-8.

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Dillard, Scott E., Vijay Natarajan, Gunther H. Weber, Valerio Pascucci, and Bernd Hamann. "Tessellation of Quadratic Elements." In Algorithms and Computation, 722–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11940128_72.

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Conference papers on the topic "Tessellation"

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Lacerda, Tiago Beltrão, Ageu D. Guerra, Thainá O. N. Souza, Adriano De A. Borges, Wilson A. de Magalhães, and Ana C. A. Fernandes. "Connecting Customer Experience and Mobile Network Performance with Voronoi Tessellation." In 2024 19th International Symposium on Wireless Communication Systems (ISWCS), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/iswcs61526.2024.10639109.

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Imada, Rinki, and Tomohiro Tachi. "Geometry and Kinematics of Cylindrical Waterbomb Tessellation." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-69252.

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Abstract Folded surfaces of origami tessellations have attracted much attention because they sometimes exhibit non-trivial behaviors. It is known that cylindrical folded surfaces of waterbomb tessellation called waterbomb tube can transform into wave-like surfaces, which is a unique phenomenon not observed on other tessellations. However, the theoretical reason why wave-like surfaces arise has been unclear. In this paper, we provide a kinematic model of waterbomb tube by parameterizing the geometry of a module of waterbomb tessellation and derive a recurrence relation between the modules. Through the visualization of the configurations of waterbomb tubes under the proposed kinematic model, we classify solutions into three classes: cylinder solution, wave-like solution, and finite solution. Furthermore, we give proof of the existence of a wave-like solution around one of the cylinder solutions by applying the knowledge of the discrete dynamical system to the recurrence relation.
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Colmenares, Juan A., Nitesh Mor, Krste Asanović, John D. Kubiatowicz, Gage Eads, Steven Hofmeyr, Sarah Bird, et al. "Tessellation." In the 50th Annual Design Automation Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2463209.2488827.

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Lee, Hyunjin, Yuna Jeong, and Sungkil Lee. "Recursive tessellation." In SIGGRAPH Asia 2013 Posters. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2542302.2542322.

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Boubekeur, Tamy, and Marc Alexa. "Phong Tessellation." In ACM SIGGRAPH Asia 2008 papers. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1457515.1409094.

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Fuchi, Kazuko, Andrew S. Gillman, Alexander B. Cook, Alexander M. Pankonien, and Philip R. Buskohl. "Designing Fractal Origami Tessellations Through Eigen Analysis." In ASME 2018 Conference on Smart Materials, Adaptive Structures and Intelligent Systems. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/smasis2018-8020.

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This article investigates a method of designing fractal origami tessellations through eigen analysis. Foldable structures with hierarchical geometric features could be beneficial in applications where a graded functionality is desired. A representative unit in an origami tessellation is modeled as networked truss elements with torsional springs at fold lines. Eigen analysis and nonlinear mechanics analysis of the representative unit with fractal boundary conditions reveal the foldability of a given fractal origami crease pattern out of its flat state. This configuration can be used to construct a folded fractal origami tessellation with a desired number of fractal levels, which can then be used to evaluate its functional merit. The design process is demonstrated for the design of a fractal origami tessellation with tailored boundary shape change (from rectangular to trapezoidal) through folding, that could be used as an enabling mechanism for an adaptive wing section.
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Klett, Yves, and Peter Middendorf. "Kinematic Analysis of Congruent Multilayer Tessellations." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47340.

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Rigidly foldable origami tessellations exhibit interesting kinematic properties. Several tessellation types (most prominently Miura-ori) have shown potential for technical application in aerospace and general lightweight construction. In addition to static (e.g. as core structures for sandwich components) and single-layer kinematic (e.g. deployable) applications, new possibilities arise from the combination of several layers of tessellations with congruent kinematics. This paper presents an analytical description of the kinematics of multi-layered, or stacked, globally plane tessellations which retain rigid foldability by congruent, compatible movement.
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Klett, Yves, Fabian Muhs, and Peter Middendorf. "Behavior of Congruent Tessellation Stacks Under Torsional Loading." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60123.

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The combination of several layers of rigidly foldable tessellations into can produce cellular material stacks with interesting properties, especially if the resulting stack preserves the mobility of its constituting layers. To achieve this, the construction of functional joining and hinging concepts need to be developed. This paper presents a simple solution to effectively joining different 1-DOF (degree of freedom) tessellation layers. The mechanical properties of the resulting structures under torsional loads are evaluated using finite element analysis, and their potential use as structural mechanisms is discussed.
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Xing, David, and Zhong You. "Origami Claw Tessellation and Its Stacked Structure." In ASME 2022 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/detc2022-88680.

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Abstract While many classical origami tessellations possess important kinematic properties, including flat-foldability and rigid-foldability, these patterns only possess one DOF. Stacking sheets of these origami tessellations is a fabrication technique to construct foldable meta-materials. In this paper, we present a novel origami pattern called the origami claw tessellation (OCT). This pattern not only preserves the kinematic properties found in classical origami tessellations but also possesses multiple DOFs. We show the OCT is flat-foldable and rigidly foldable through kinematic analysis. Every OCT described in this paper is an M × N grid of claw units, each of which has three DOFs. The exact number of DOFs a given M × N OCT possesses is computed using a numerical approach. When both M and N are at least two, the OCT possesses five DOFs. Each individual DOF is named and analyzed. Furthermore, copies of single-sheet OCTs can stack to form a cellular meta-material. In the simplest case, stacking a claw unit with a copy reduces the number of DOFs from three to one. Additionally, for any positive even L, the L-layer stacked M × N OCT has one DOF, showing that multiple sheets of OCTs, each with multiple DOFs, can stack to form a one DOF structure.
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Kinoshita, Yuichiro, Kentaro Go, Reiji Kozono, and Kohei Kaneko. "Origami tessellation display." In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2559206.2581172.

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Reports on the topic "Tessellation"

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Butler, Lee A., and Clifford Yapp. Adaptive Geometry Shader Tessellation for Massive Geometry Display. Fort Belvoir, VA: Defense Technical Information Center, March 2015. http://dx.doi.org/10.21236/ada616646.

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Naghipour, Avaz. Construction of quantum codes with large minimum distance from hyperbolic tessellations. Peeref, April 2023. http://dx.doi.org/10.54985/peeref.2304p9929295.

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MERLAND, Romain, Bruno LÉVY, and Guillaume CAUMON. Building PEBI Grids Conforming To 3D Geological Features Using Centroidal Voronoi Tessellations. Cogeo@oeaw-giscience, September 2011. http://dx.doi.org/10.5242/iamg.2011.0064.

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Bishop, Joseph E. Simulating the pervasive fracture and fragmentation of materials and structures using randomly close-packed Voronoi tessellations. Office of Scientific and Technical Information (OSTI), September 2008. http://dx.doi.org/10.2172/945908.

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Apostolatos, A., R. Rossi, and C. Soriano. D7.2 Finalization of "deterministic" verification and validation tests. Scipedia, 2021. http://dx.doi.org/10.23967/exaqute.2021.2.006.

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This deliverable focus on the verification and validation of the solvers of Kratos Multiphysics which are used within ExaQUte. These solvers comprise standard body-fitted approaches and novel embedded approaches for the Computational Fluid Dynamics (CFD) simulations carried out within ExaQUte. Firstly, the standard body-fitted CFD solver is validated on a benchmark problem of high rise building - CAARC benchmark and subsequently the novel embedded CFD solver is verified against the solution of the body-fitted solver. Especially for the novel embedded approach, a workflow is presented on which the exact parameterized Computer-Aided Design (CAD) model is used in an efficient manner for the underlying CFD simulations. It includes: A note on the space-time methods Verification results for the body-fitted solver based on the CAARC benchmark Workflow consisting of importing an exact CAD model, tessellating it and performing embedded CFD on it Verification results for the embedded solver based on a high-rise building API definition and usage
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