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  2. Marching cubes - Wikipedia

    en.wikipedia.org/wiki/Marching_cubes

    Head and cerebral structures (hidden) extracted from 150 MRI slices using marching cubes (about 150,000 triangles). Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, [1] for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are sometimes called voxels).

  3. Combination puzzle - Wikipedia

    en.wikipedia.org/wiki/Combination_puzzle

    3×3×3×3 This is the 4-dimensional analog of a cube and thus cannot actually be constructed. However, it can be drawn or represented by a computer. Significantly more difficult to solve than the standard cube, although the techniques follow much the same principles.

  4. n-dimensional sequential move puzzle - Wikipedia

    en.wikipedia.org/wiki/N-dimensional_sequential...

    For instance, the corner cubies of a Rubik's cube are a single piece but each has three stickers. The stickers in higher-dimensional puzzles will have a dimensionality greater than two. For instance, in the 4-cube, the stickers are three-dimensional solids. For comparison purposes, the data relating to the standard 3 3 Rubik's cube is as follows;

  5. Trilinear interpolation - Wikipedia

    en.wikipedia.org/wiki/Trilinear_interpolation

    Trilinear interpolation is a method of multivariate interpolation on a 3-dimensional regular grid. It approximates the value of a function at an intermediate point ( x , y , z ) {\displaystyle (x,y,z)} within the local axial rectangular prism linearly, using function data on the lattice points.

  6. 3D tic-tac-toe - Wikipedia

    en.wikipedia.org/wiki/3D_tic-tac-toe

    3-D Tic-Tac-Toe played with glass beads. 3D tic-tac-toe, also known by the trade name Qubic, is an abstract strategy board game, generally for two players. It is similar in concept to traditional tic-tac-toe but is played in a cubical array of cells, usually 4×4×4. Players take turns placing their markers in blank cells in the array.

  7. Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Cube

    In 1982, David Singmaster and Alexander Frey hypothesised that the number of moves needed to solve the Cube, given an ideal algorithm, might be in "the low twenties". [62] In 2007, Daniel Kunkle and Gene Cooperman used computer search methods to demonstrate that any 3×3×3 Rubik's Cube configuration can be solved in 26 moves or fewer.

  8. Minimum bounding box algorithms - Wikipedia

    en.wikipedia.org/wiki/Minimum_bounding_box...

    O'Rourke's approach uses a 3-dimensional rotating calipers technique, and is based on lemmas characterizing the minimum enclosing box: There must exist two neighbouring faces of the smallest-volume enclosing box which both contain an edge of the convex hull of the point set.

  9. Hoffman's packing puzzle - Wikipedia

    en.wikipedia.org/wiki/Hoffman's_packing_puzzle

    The total volume of the pieces, 27xyz, is less than the volume (x + y + z) 3 of the cube that they pack into. If one takes the cube root of both volumes, and divides by three, then the number obtained in this way from the total volume of the pieces is the geometric mean of x , y , and z , while the number obtained in the same way from the ...