WorldCat Identities

Overmars, Mark H. 1958-

Overview
Works: 144 works in 395 publications in 3 languages and 3,375 library holdings
Genres: Textbooks  Conference papers and proceedings 
Roles: Author, Editor, Compiler, Contributor, Other
Classifications: QA448.D38, 516.0028551
Publication Timeline
.
Most widely held works by Mark H Overmars
The design of dynamic data structures by Mark H Overmars( Book )

23 editions published between 1983 and 1987 in English and German and held by 430 WorldCat member libraries worldwide

Annotation In numerous computer applications there is a need of storing large sets of objects in such a way that some questions about those objects can be answered efficiently. Data structures that store such sets of objects can be either static (built for a fixed set of objects) or dynamic (insertions of new objects and deletions of existing objects can be performed). Especially for more complex searching problems as they arise in such fields as computational geometry, database design and computer graphics, only static data structures are available. This book aims at remedying this lack of flexibility by providing a number of general techniques for turning static data structures for searching problems into dynamic structures. Although the approach is basically theoretical, the techniques offered are often practically applicable. The book is written in such a way that it is readable for those who have some elementary knowledge of data structures and algorithms. Although this monograph was first published in 1983, it is still unique as a general treatment of methods for constructing dynamic data structures
The game maker's apprentice : game development for beginners by Jacob Habgood( Book )

22 editions published between 2006 and 2013 in English and held by 390 WorldCat member libraries worldwide

Create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. The CD contains Game Maker software and all of the game projects that are created in the book--plus a host of professional-quality graphics and sound effects
Motion in games : first international workshop, MIG 2008, Utrecht, the Netherlands, June 14-17, 2008 : revised papers by Arjan Egges( Book )

27 editions published between 2008 and 2009 in English and Undetermined and held by 130 WorldCat member libraries worldwide

Annotation
Algorithms for robotic motion and manipulation : 1996 Workshop on the Algorithmic Foundations of Robotics by Workshop on the Algorithmic Foundations of Robotics( Book )

8 editions published in 1997 in English and held by 124 WorldCat member libraries worldwide

Games ontwerpen met Game Maker by Mark H Overmars( Book )

1 edition published in 2007 in English and held by 70 WorldCat member libraries worldwide

Stap voor stap en met illustraties in zwart-wit wordt uitgelegd hoe je met het programma Game Maker computerspelletjes kunt maken. Vanaf ca. 13 jaar
Learning C♯ by programming games by Arjan Egges( Book )

12 editions published in 2013 in English and German and held by 40 WorldCat member libraries worldwide

C♯ is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C♯, as well as a game programming framework. And (if necessary) moving from C♯ to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C♯ through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework.For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C♯ and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds
Computational geometry : algorithms and applications by Mark de Berg( Book )

12 editions published between 1997 and 2008 in English and Undetermined and held by 37 WorldCat member libraries worldwide

This well-accepted introduction to computational geometry is a textbook for high-level undergraduate and low-level graduate courses. The focus is on algorithms and hence the book is well suited for students in computer science and engineering. Motivation is provided from the application areas: all solutions and techniques from computational geometry are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. For students this motivation will be especially welcome. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement. All the basic techniques and topics from computational geometry, as well as several more advanced topics, are covered. The book is largely self-contained and can be used for self-study by anyone with a basic background in algorithms. In the second edition, besides revisions to the first edition, a number of new exercises have been added
Computing shortest safe path amidst growing discs in the plane( )

1 edition published in 2007 in English and held by 16 WorldCat member libraries worldwide

Searching for empty convex polygons by David P Dobkin( Book )

4 editions published in 1988 in English and held by 16 WorldCat member libraries worldwide

Ranking intervals under visibility constraints by Herbert Edelsbrunner( Book )

5 editions published in 1989 in 3 languages and held by 15 WorldCat member libraries worldwide

On rectangular visibility by Mark H Overmars( Book )

5 editions published in 1986 in English and Undetermined and held by 9 WorldCat member libraries worldwide

Algorithmic foundations of robotics VI by Michael Andreas Erdmann( )

5 editions published between 2005 and 2010 in English and held by 8 WorldCat member libraries worldwide

Robot algorithms are abstractions of computational processes that control or reason about motion and perception in the physical world. Because actions in the physical world are subject to physical laws and geometric constraints, the design and analysis of robot algorithms raises a unique combination of questions in control theory, computational and differential geometry, and computer science. Algorithms serve as a unifying theme in the multi-disciplinary field of robotics. This volume consists of selected contributions to the sixth Workshop on the Algorithmic Foundations of Robotics. This is a highly competitive meeting of experts in the field of algorithmic issues related to robotics and automation
Efficient motion planning for an L-shaped object by Dan Halperin( Book )

4 editions published in 1988 in English and held by 7 WorldCat member libraries worldwide

Abstract: "We present an algorithm that solves the following motion-planning problem. Given an L-shaped body L and a 2-dimensional region with n point obstacles, decide whether there is a continuous motion connecting two given positions and orientations of L during which L avoids collision with the obstacles. The algorithm requires O(n²log²n) time and O(n²) storage. The algorithm is a variant of the cell-decomposition technique of the configuration space ([SS, LS]) but it employs a new and efficient technique for obtaining a compact representation of the free space, which results in a saving of an order of magnitude. The approach used in our algorithm seems applicable to motion-planning of certain robotic arms whose spaces of free placements have a structure similar to that of the L-shaped body."
Teaching computational geometry by Mark H Overmars( Book )

3 editions published in 1993 in English and held by 6 WorldCat member libraries worldwide

Abstract: "This paper describes a possible approach to teaching computational geometry to students. It gives a brief introduction in computational geometry, followed by three possible ways of treating the area: mathematically, algorithmically and application-oriented. Next a course outline is described, introducing computational geometry from an application-oriented point of view. Finally, some remarks are made about implementation issues."
Game maker 8 game creation : practical tips & techniques vol. 1( Book )

2 editions published in 2010 in English and held by 6 WorldCat member libraries worldwide

Intersection queries in curved objects by Pankaj K Agarwal( Book )

5 editions published in 1991 in English and Undetermined and held by 6 WorldCat member libraries worldwide

Abstract: "A number of problems of the following type are studied: Given a set of n arcs (disks, circles, circular arcs, Jordan arcs) in the plane, preprocess it into a data structure, such that for a query line (or segment) one can quickly (i) report all arcs intersecting it, or (ii) count the number of arcs intersecting it. We also study the ray shooting problem in disjoint Jordan arcs, and circular arcs. Most of the data structures presented here use near to linear space and have query time near to O([square root of]n + K) or near to O(n[superscript 2/3] + K), where K is the size of the output."
Ray shooting, implicit point location, and related queries in arrangements of segments by Leonidas J Guibas( Book )

4 editions published in 1989 in English and held by 6 WorldCat member libraries worldwide

New upper bounds in Klee's measure problem : (extended abstract) by Mark H Overmars( Book )

4 editions published between 1988 and 1989 in English and Dutch and held by 6 WorldCat member libraries worldwide

Motion planning using a colored kohonen network by J Vleugels( Book )

3 editions published in 1993 in English and held by 5 WorldCat member libraries worldwide

Abstract: "The motion planning problem asks for determining a collision-free path for a robot moving amidst a fixed set of obstacles. In this paper we present a new approach that combines a neural network and deterministic techniques to solve this problem. We define a colored version of a Kohonen network, which consists of two different classes of nodes. The network is presented random configurations of the robot and, from this information, it constructs a road map of possible motions in the work space. This road map can then be searched to find a motion connecting given source and goal configurations of the robot. The algorithm is simple and general; the only specific computation that is required is an intersection check for two polygons
Intersection queries in sets of disks by Marc van Kreveld( Book )

4 editions published in 1990 in English and held by 5 WorldCat member libraries worldwide

 
moreShow More Titles
fewerShow Fewer Titles
Audience Level
0
Audience Level
1
  Kids General Special  
Audience level: 0.57 (from 0.36 for The game m ... to 0.93 for Computing ...)

The design of dynamic data structures
Alternative Names
Mark Overmars Dutch computer scientist

Mark Overmars Nederlands wiskundige

Mark Overmars nederlandsk matematikar, informatikar og ingeniør

Mark Overmars nederländsk matematiker, datavetare och ingenjör

Mark Overmars nederlandsk matematiker, informatiker og ingeniør

Mark Overmars niederländischer Informatiker

Overmars, Mark

Overmars, Markus Hendrik

Овермарс, Маркус Хендрик

مارك أوفرمارس (عالم)

마르크 오버르마르스

Languages
English (145)

German (3)

Dutch (1)

Covers
The game maker's apprentice : game development for beginnersMotion in games : first international workshop, MIG 2008, Utrecht, the Netherlands, June 14-17, 2008 : revised papersAlgorithms for robotic motion and manipulation : 1996 Workshop on the Algorithmic Foundations of RoboticsComputational geometry : algorithms and applicationsAlgorithmic foundations of robotics VI