Mark Overmars
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Dutch computer scientist
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Mark Overmars's Degrees
- PhD Computer Science Utrecht University
- Masters Mathematics Utrecht University
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Why Is Mark Overmars Influential?
(Suggest an Edit or Addition)According to Wikipedia, Markus Hendrik Overmars is a Dutch computer scientist and teacher of game programming known for his game development application GameMaker. GameMaker lets people create computer games using a drag-and-drop interface. He is the former head of the Center for Geometry, Imaging, and Virtual Environments at Utrecht University, in the Netherlands. This research center concentrates on computational geometry and its application in areas like computer graphics, robotics, geographic information systems, imaging, multimedia, virtual environments, and games.
Mark Overmars's Published Works
Published Works
- Probabilistic roadmaps for path planning in high-dimensional configuration spaces (1996) (2053)
- The Gaussian sampling strategy for probabilistic roadmap planners (1999) (609)
- Computational geometry: algorithms and applications, 3rd Edition (2000) (573)
- Maintenance of Configurations in the Plane (1981) (485)
- The Design of Dynamic Data Structures (1987) (445)
- On a class of O(n2) problems in computational geometry (2012) (390)
- Computational Geometry: Algorithms and Applications, Second Edition (2000) (344)
- Coordinated path planning for multiple robots (1998) (304)
- A Comparative Study of Probabilistic Roadmap Planners (2002) (302)
- Prioritized motion planning for multiple robots (2005) (269)
- A Predictive Collision Avoidance Model for Pedestrian Simulation (2009) (226)
- A probabilistic learning approach to motion planning (1995) (224)
- Roadmap-based motion planning in dynamic environments (2004) (215)
- Creating High-quality Paths for Motion Planning (2007) (205)
- Coordinated motion planning for multiple car-like robots using probabilistic roadmaps (1995) (196)
- Teaching computer science through game design (2004) (166)
- New upper bounds in Klee's measure problem (1988) (161)
- New methods for computing visibility graphs (1988) (160)
- Finding paths for coherent groups using clearance (2004) (153)
- Range Searching and Point Location among Fat Objects (1994) (149)
- Multilevel Path Planning for Nonholonomic Robots Using Semiholonomic Subsystems (1998) (145)
- A random approach to motion planning (1992) (141)
- Using Workspace Information as a Guide to Non-uniform Sampling in Probabilistic Roadmap Planners (2004) (139)
- Motion Planning for Carlike Robots Using a Probabilistic Learning Approach (1997) (124)
- Simulating and Evaluating the Local Behavior of Small Pedestrian Groups (2012) (123)
- TSP with Neighborhoods of Varying Size (2002) (119)
- Spheres, molecules, and hidden surface removal (1994) (113)
- Efficient hidden surface removal for objects with small union size (1991) (106)
- Efficient Data Structures for Range Searching on a Grid (1988) (103)
- Worst-Case Optimal Insertion and Deletion Methods for Decomposable Searching Problems (1981) (103)
- The corridor map method: a general framework for real‐time high‐quality path planning (2007) (102)
- Point Location in Fat Subdivisions (1992) (99)
- Algorithms for Robotic Motion and Manipulation (1997) (94)
- Useful cycles in probabilistic roadmap graphs (2004) (92)
- Efficient ray shooting and hidden surface removal (1991) (90)
- Indicative routes for path planning and crowd simulation (2009) (86)
- The Complexity of the Free Space for a Robot Moving Amidst Fat Obstacles (1992) (81)
- An Effective Framework for Path Planning Amidst Movable Obstacles (2006) (78)
- Unfolding some classes of orthogonal polyhedra (1998) (77)
- Clearance based path optimization for motion planning (2004) (76)
- Designing the Computational Geometry Algorithms Library CGAL (1996) (75)
- Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control (2009) (70)
- Probabilistic path planning (1998) (70)
- Computing Immobilizing Grasps of Polygonal Parts (2000) (67)
- Finding minimum areak-gons (1992) (66)
- Creating High-quality Roadmaps for Motion Planning in Virtual Environments (2006) (64)
- Batched Dynamic Solutions to Decomposable Searching Problems (1985) (64)
- Computing and verifying depth orders (1992) (64)
- Approximating generalized Voronoi diagrams in any dimension (1995) (60)
- The game maker's apprentice - game development for beginners (2006) (60)
- Simple traversal of a subdivision without extra storage (1996) (60)
- On the Equivalence of Some Rectangle Problems (1982) (57)
- Sampling Techniques for Probabilistic Roadmap Planners (2003) (57)
- Planning Time-Minimal Safe Paths Amidst Unpredictably Moving Obstacles (2008) (56)
- Finding Sets of Points without Empty Convex 6-Gons (2002) (55)
- Locked and unlocked polygonal chains in 3D (1998) (55)
- Multi-Level Path Planning for Nonholonomic Robots using Semi-Holonomic Subsystems (1996) (54)
- The Floodlight Problem (1997) (54)
- On Rectangular Visibility (1988) (53)
- Sampling and node adding in probabilistic roadmap planners (2006) (52)
- Searching for empty convex polygons (1988) (51)
- A simple output-sensitive algorithm for hidden surface removal (1992) (51)
- Range searching in a set of line segments (1985) (50)
- Simulating the local behaviour of small pedestrian groups (2010) (50)
- Probabilistic Roadm Aps for Path Planning in High-dimensional Connguration Spaces (1997) (49)
- Dynamic multi-dimensional data structures based on quad- and k—d trees (1982) (48)
- Approximating Voronoi Diagrams of Convex Sites in any Dimension (1998) (48)
- Dynamization of Order Decomposable Set Problems (1981) (47)
- High quality navigation in computer games (2007) (47)
- Trap Design for Vibratory Bowl Feeders (1999) (46)
- Creating robust roadmaps for motion planning in changing environments (2005) (45)
- The Complexity of Rivers in Triangulated Terrains (1996) (45)
- Perfect Binary Space Partitions (1993) (45)
- Scanline algorithms on a grid (1988) (45)
- Output-sensitive hidden surface removal (1989) (44)
- Feasibility of Design in Stereolithography (1997) (44)
- Motion Planning in Environments with Low Obstacle Density (1998) (44)
- Locked and Unlocked Polygonal Chains in Three Dimensions (1999) (44)
- A Velocity-Based Approach for Simulating Human Collision Avoidance (2010) (44)
- Kinodynamic motion planning on roadmaps in dynamic environments (2007) (43)
- A balanced search tree with O(1) worst-case update time (1988) (42)
- Computing fence designs for orienting parts (1998) (41)
- Intersection Queries in Curved Objects (1993) (40)
- Motion planning for camera movements (2004) (39)
- Computational geometry on a grid; an overview (1988) (39)
- Reachability-based analysis for Probabilistic Roadmap planners (2007) (39)
- New Results on Binary Space Partitions in the Plane (1997) (39)
- AUTOMATIC CONSTRUCTION OF ROADMAPS FOR PATH PLANNING IN GAMES (2004) (39)
- The Corridor Map Method: Real-Time High-Quality Path Planning (2007) (38)
- Planning the Shortest Safe Path Amidst Unpredictably Moving Obstacles (2006) (38)
- Motion planning for coherent groups of entities (2004) (36)
- Preprocessing chains for fast dihedral rotations is hard or even impossible (2002) (36)
- Motion Planning for Camera Movements in Virtual Environments (2003) (35)
- Reachability Analysis of Sampling Based Planners (2005) (33)
- Finding Shortest Paths in the Presence of Orthogonal Obstacles Using a Combined L1 and Link Metric (1990) (33)
- Shortest path queries in rectilinear worlds (1992) (33)
- Some methods of computational geometry applied to computer graphics (1984) (33)
- The Game Maker’s Apprentice (2006) (32)
- Sparse Arrangements and the Number of Views of Polyhedral Scenes (1997) (32)
- Intersecting Line Segments, Ray Shooting, and Other Applications of Geometric Partitioning Techniques (1988) (31)
- Trap Design for Vibratory Bowl Feeders (2001) (30)
- Motion planning amidst fat obstacles (extended abstract) (1994) (30)
- Efficient motion planning for an L-shaped object (1992) (30)
- Computing form-closure configurations (1999) (29)
- The Exact Fitting Problem in Higher Dimensions (1996) (29)
- Union-copy structures and dynamic segment trees (1993) (29)
- An intersection-sensitive algorithm for snap rounding (2007) (27)
- Real Time Animation of Virtual Humans: A Trade‐off Between Naturalness and Control (2010) (27)
- Reconfiguring convex polygons (2001) (27)
- Enhancing Corridor Maps for Real-Time Path Planning in Virtual Environments (2008) (26)
- Optimal Dynamization of Decomposable Searching Problems (1981) (26)
- Variations on visibility (1987) (26)
- Using the Corridor Map Method for Path Planning for a Large Number of Characters (2008) (25)
- Simulating Human Collision Avoidance Using a Velocity-Based Approach (2010) (25)
- Searching in the past I (1981) (25)
- Learning object-oriented design by creating games (2005) (25)
- Interference-free NC machining using spatial planning and Minkowski operations (1998) (24)
- Geometry and Part Feeding (2000) (23)
- Interactive Character Animation using Simulated Physics (2011) (23)
- Immobilizing polygons against a wall (1995) (23)
- Separating point sets in polygonal environments (2004) (23)
- Dynamization of Decomposable Searching Problems Yielding Good Worsts-Case Bounds (1981) (22)
- Dynamically maintaining configurations in the plane (Detailed Abstract) (1980) (22)
- Real Time Character Animation: A Trade-off Between Naturalness and Control (2009) (22)
- The exact fitting problem for points (1991) (22)
- On improving the clearance for robots in high-dimensional configuration spaces (2005) (22)
- Tactical Path Finding in Urban Environments (2005) (21)
- Creating small roadmaps for solving motion planning problems (2005) (21)
- More Geometric Data Structures (1997) (21)
- Maintenance of 2- and 3-edge- connected components of graphs I (1993) (21)
- Sets without empty convex 6-gons (1988) (21)
- Orienting polyhedral parts by pushing (2002) (21)
- A General Approach to Dominance in the Plane (1992) (21)
- Endothelial hyperpermeability after cardiac surgery with cardiopulmonary bypass as assessed using an in vitro bioassay for endothelial barrier function. (2016) (21)
- On fence design and the complexity of push plans for orienting parts (1997) (21)
- Recent Developments in Motion Planning (2002) (21)
- Pushing a Disk Using Compliance (2007) (20)
- Immobilizing Hinged Polygons (2007) (20)
- Hidden Surface Removal for C-oriented Polyhedra (1992) (19)
- Shape tolerance in feeding and fixturing (1998) (19)
- Maintaining range trees in secondary memory. Part I: Partitions (1987) (19)
- Guarding scenes against invasive hypercubes (2003) (19)
- Path planning for pushing a disk using compliance (2005) (19)
- Some Principles for Dynamizing Decomposable Searching Problems (1981) (19)
- Computing tolerance parameters for fixturing and feeding (2002) (18)
- Storing line segments in partition trees (1990) (18)
- Geometric data structures for computer graphics: an overview (1988) (17)
- Hidden surface removal for axis-parallel polyhedra (1990) (17)
- General Methods for Adding Range Restrictions to Decomposable Searching Problems (1989) (17)
- The complexity of cutting paper (1985) (17)
- An Input-Size/Output-Size Trade-Off in the Time-Complexity of Rectilinear Hidden Surface Removal (Preliminary Version) (1990) (17)
- The toppling graph: designing pin sequences for part feeding (2000) (17)
- Orienting parts by inside-out pulling (2001) (16)
- Gaussian sampling for probabilistic roadmap planners (2001) (16)
- Motion planning in environments with danger zones (2001) (16)
- Flipturning Polygons (2000) (16)
- Automatic Construction of High Quality Roadmaps for Path Planning (2004) (15)
- Path Planning For Games (2005) (15)
- Adding variation to path planning (2008) (15)
- Range searching on a grid (1985) (14)
- The complexity of cutting paper (extended abstract) (1985) (14)
- Feasability of Design in Stereolithography (1993) (14)
- On R-trees with low query complexity (2003) (14)
- Further Comments on Bykat's Convex Hull Algorithm (1980) (14)
- A Self-Organizing Neural Network for Robot Motion Planning (1993) (14)
- On R-trees with Low Stabbing Number (2000) (14)
- Fixturing hinged polygons (2002) (14)
- Path Finding for the Animation of Walking Characters (2005) (13)
- Algorithms for fixture design (1996) (13)
- Maintenance of 2- and 3-connected components of graphs; Part I: 2- and 3-edge-connected components (1990) (13)
- Flexible Path Planning Using Corridor Maps (2008) (13)
- Flat-State Connectivity of Linkages under Dihedral Motions (2002) (13)
- Intersection queries in sets of disks (1990) (13)
- Algorithms for fence design (1998) (13)
- Robot motion planning in unknown environments using Neural Networks (1996) (13)
- Pin design for part feeding (2001) (13)
- Normalized Divide-and-Conquer: A Scaling Technique for Solving Multi-Dimensional Problems (1988) (12)
- Reaching a Goal with Directional Uncertainty (1993) (12)
- The corridor map method: a general framework for real-time high-quality path planning: Research Articles (2007) (12)
- The Art of Dynamizing (1981) (12)
- A paradigm for probabilistic path planning (1995) (12)
- Dividedk-d trees (1991) (12)
- Dynamic partition trees (1990) (11)
- Efficient algorithms for exact motion planning amidst fat obstacles (1993) (11)
- Minimum-link C-oriented paths: Single-source queries (1994) (11)
- Efficient path planning in changing environments (2007) (11)
- Output-Sensitive Methods for Rectilinear Hidden Surface Removal (1993) (11)
- Game + Design Education (2004) (10)
- Density constraints for crowd simulation (2009) (10)
- Models and motion planning (1998) (10)
- Motion planning using a colored Kohonen network (1993) (10)
- Computing maximally separated sets in the plane and independent sets in the intersection graph of unit disks (2004) (10)
- Line Segment Intersection (1997) (9)
- Construction of sparse visibility graphs (1987) (9)
- Merging visibility maps (1990) (9)
- Hunting Voronoi Vertices (1996) (9)
- Stratified balanced search trees (2004) (9)
- Automatic Generation of Camera Motion to Track a Moving Guide (2004) (9)
- Dynamic motion planning in low obstacle density environments (1997) (9)
- Pushing using compliance (2006) (9)
- Concatenable Structures for Decomposable Problems (1994) (8)
- Path Planning in Repetitive Environments (2006) (8)
- Reporting intersecting pairs of convex polytopes in two and three dimensions (2002) (8)
- Two general methods for dynamizing decomposable searching problems (1981) (8)
- Concatenable Segment Trees (Extended Abstract) (1989) (8)
- Simplex Range Searching (1997) (8)
- Motion Planning with Complete Knowledge Using a Colored Som (1997) (8)
- Intersection queries for curved objects (extended abstract) (1991) (8)
- Geometric algorithms for trap design (1999) (7)
- A New Visibility Partition for Affine Pattern Matching (2000) (7)
- Maintenance of configurations in the plane (revised edition) (1981) (7)
- Algorithms for Motion and Navigation in Virtual Environments and Games (2002) (7)
- Orthogonal Range Searching (1997) (7)
- Computing the Angularity Tolerance (1996) (6)
- The Locus Approach (1983) (6)
- On the equivalence of rectangle containment, rectangle enclosure and ECDF-searching (1981) (6)
- Geometric Data Structures for Computer Graphics (1985) (6)
- New upper bounds in Klees measure problem (extended abstract) (1988) (6)
- Computing signed permutations of polygons (2011) (6)
- New Results on Binary Space Partitions in the Plane (Extended Abstract) (1994) (6)
- Two Models for the Reconstruction Problem for Dynamic Data Structures (1989) (6)
- Counting and reporting intersections in arrangements (1989) (5)
- Finding complete bipartite subgraphs in bipartite graphs (1989) (5)
- Algorithms for robotic motion and manipulation : 1996 Workshop on the Algorithmic Foundations of Robotics (1997) (5)
- Computation of Voxel Maps Containing Tool Access Directions for Machining Free-form Shapes (1996) (5)
- Geometric Trap Design for Automatic Part Feeders (2000) (5)
- Computing Maximally Separated Sets in the Plane (2006) (4)
- Maintaining range trees in secondary memory (1990) (4)
- TIME vs BITS (1989) (4)
- Maintaining Range Trees in Secondary Memory (Extended Abstract) (1988) (4)
- New visibility partitions with applications in affine pattern matching (1999) (4)
- Notes on maintenance of configurations in the plane (1980) (4)
- Transforming Semi-Dynamic Data Structures into Dynamic Structures (1981) (4)
- Searching in the past II- general transformations (1981) (4)
- Arrangements and Duality (1997) (4)
- Clever Computers: Playing Tic-Tac-Toe (2006) (3)
- Printed circuit board simplification: simplifying subdivisions in practice (1995) (3)
- Maintaining range trees in secondary memory (1990) (3)
- Improved bounds for electing a leader in a synchronous ring (1997) (3)
- Algorithms for Robotic Motion and Manipulation : WAFR 1996 (1997) (3)
- Computational Geometry and its Application to Computer Graphics (1989) (3)
- Robot Motion Planning (1997) (3)
- A Robust Affine Invariant Similarity Measure Based on Visibility (2000) (3)
- Hidden surface removal for axis-parallel polyhedra (extended abstract) (1990) (3)
- Geometric matching of weighted point sets (2000) (3)
- Computing Shortest Paths amidst Growing Discs in the Plane (2006) (2)
- Realizing partitions respecting full and partial order information (2008) (2)
- Dominance in the Presence of Obstracles (1988) (2)
- Proceedings of the 2nd International Workshop on Motion in Games (2009) (2)
- The Inverted File Tree Machine: Efficient Multi-Key Retrieval for VLSI (1985) (2)
- General Methods for 'All Elements' and 'All Pairs' Problems (1981) (2)
- An improved technique for output-sensitive hidden surface removal (1994) (2)
- Data Structures in a Real-Time Environment (1989) (2)
- Fixture Design with Edge-Fixels (1996) (2)
- Connectability Problems (1988) (2)
- Reporting Intersecting Pairs of Polytopes in Two and Three Dimensions (2001) (2)
- Teaching computational geometry (1995) (2)
- Motion in Games, Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings (2009) (1)
- Guest editors' introduction: Special issue on gaming (2009) (1)
- Ranking intervals under visibility constraints (1990) (1)
- Learning C# by Programming Games (2013) (1)
- Binary Space Partitions (1997) (1)
- Sensorless orientation of 3D polyhedral parts (2002) (1)
- Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers (2008) (1)
- Hunting Voronoi Vertices in Non-Polygonal Domains (1994) (1)
- Game Design: Balance in Multiplayer Games (2006) (1)
- Ray shooting, implicit point location, and related queries in arrangements of segments (2011) (1)
- Freeform Shape Machining Using Minkowski Operations (1996) (1)
- Computing Shortest Safe Path amidst Growing Discs in the Plane (2006) (1)
- Corrigendum: Dynamization of Order Decomposable Set Problems (1983) (1)
- A simple method for solving 2-dimensional static range searching (1985) (1)
- Dominance in the presence of obstacles (1988) (1)
- New Algorithms for Computer Graphics (1988) (1)
- A Limited Number of Lives (2013) (0)
- Automated Visualization of Traffic and Transportation (2000) (0)
- Motion planning in virtual environments for multiple entities (2002) (0)
- The reconstruction of dynamic data structures (1986) (0)
- Computing Signed Permutations of Polygon (2011) (0)
- Welcome to Game Maker (2006) (0)
- Using watershed segmentation in robot motion planning (2004) (0)
- Msn-support Help (2001) (0)
- Path Planning using Corridors and its Applications (2008) (0)
- Creating High-Quality Roadmaps for Path Planning (2006) (0)
- GATE: Games for Advanced Training and Entertainment (2006) (0)
- Competitive Games: Playing Fair with Tanks (2006) (0)
- Multiple Representations of Dynamic Data Structures (1989) (0)
- Game Objects in a Structure (2013) (0)
- Finishing the Game (2019) (0)
- 4.3 a Data Structuring Approach (1994) (0)
- Lowerbounds and Upperbounds on VLSI-Layouts for Perfect Binary Trees (1982) (0)
- Maintaining 2- and 3-connected components in graphs, Part I: 2- and 3-edge-connected components (1990) (0)
- Inheriting Events: Mother of Pearl (2006) (0)
- Guest editor’s foreword (1994) (0)
- C G ] 11 N ov 1 99 8 Locked and Unlocked Polygonal Chains in 3 D ∗ T . Biedl (2008) (0)
- Pairing the Penguins (2013) (0)
- Game Design: Levels and Features (2006) (0)
- Menus and Settings (2013) (0)
- Target the Player: It’s Fun Being Squished (2006) (0)
- Orienting Polyhedral Parts by PushingRobert (2000) (0)
- Sets without emtpy convex 6-gons (1989) (0)
- Zooming by Repeated Range Detection (1987) (0)
- Minimum-link c-oriented path queries (1991) (0)
- 8. References 6. Concluding Remarks 7. Acknowledgments (1992) (0)
- SHAME - Shape Matching Environment (2007) (0)
- SMURF : Similarity-Based Multimedia Retrieval Framework (2005) (0)
- Redesigning the Game World (2013) (0)
- Reaching a Goal with DirectionalUncertaintyMark (1994) (0)
- Loading Levels from Files (2013) (0)
- Partitioning range trees (1987) (0)
- Game Design: Interactive Challenges (2006) (0)
- Cooperative Games: Flying Planes (2006) (0)
- Editorial (2005) (0)
- Collections of Game Objects (2013) (0)
- Motion in Games (2008) (0)
- New methods for computing visibility graphs (extended abstract) (1988) (0)
- C G ] 8 O ct 1 99 9 Locked and Unlocked Polygonal Chains in 3 D ∗ T . Biedl (2008) (0)
- Creating the Main Game Structure (2019) (0)
- Knowing What the Player Is Doing (2013) (0)
- Maintaining Multiple Representations of Dynamic Data Structures (1989) (0)
- Scientific challenges ingame technology (2006) (0)
- Immobilization of non-rigid structures (2007) (0)
- Sampling Techniques for Probabilistic Roadmap Planners Roland Geraerts (2003) (0)
- Probabilistic Approaches to Motion Planning (1996) (0)
- MINDSHADE - Matching and Indexing through Shape Decomposition (2005) (0)
- GML: Become a Programmer (2006) (0)
- Maze Games: More Cute Things in Peril (2006) (0)
- Polygons with Identical Diameter Function (1993) (0)
- Editorial: Special Issue on WAFR 2004 (2005) (0)
- Computational Geometry Third Edition (2020) (0)
- Building Your First Game Application (2019) (0)
- Your First Game: Devilishly Easy (2006) (0)
- Geometric Algorithms for Robotic Manipulation (1998) (0)
- Algorithms for Fixture DesignChantal Wentink (1996) (0)
- It's all in the game (2001) (0)
- Intelligent Behavior: Animating the Dead (2006) (0)
- Eecient Motion Planning for an L-shaped Object (1997) (0)
- More Actions: A Galaxy of Possibilities (2006) (0)
- 6. Concluding Remarks 7. Acknowledgments 8. References 5. Lower Bounds 4. the Case of Two Convex Polygons: the Minimization Problem (0)
- Motion Planning in Complex CAD Models (2003) (0)
- Rapid subtree indentification revisited (1979) (0)
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