Akin to Kinematics
Akin to Kinematics
Digital Fabrication, Motion Control, and Computational Geometry
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geometry

There are 3 posts tagged geometry (this is page 1 of 1).

To Figure Out How 3D Printing Slicers Work, I Wrote One From Scratch

Why do this? 3D printing slicers are an essential tool for taking a set of imaginary triangles and creating a real, solid hunk of plastic in a similar shape. And honestly, the way they work feels pretty intuitive. They look at your virtual geometry, take a bunch 2D slices like they’re looking at a CT […]

in Computational Fabrication | 1,589 Words | Comment

Collision Detection in any Dimension

I’ve developed a method to compute the closest point to the origin on any simplex (triangle, tetrahedron, etc.) of any degree, in any dimension. This unified algorithm also allows just one function to be applied to any type of simplex, as opposed to separate algorithms for different types used by earlier methods. On it’s own […]

in Geometry | 97 Words

I’m Finally Published

I’m finally published! My paper “Memory Optimization for Convex Hull Support Point Queries” was accepted for presentation at IEEE Systems, Man, and Cybernetics 2025, and the pre-print was recently listed on Arxiv. The paper evaluates several proposed memory optimizations for convex hulls that accelerate support point queries. The proposed methods provide a significant speedup that […]

in Geometry | 91 Words

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