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  2. CFOP method - Wikipedia

    en.wikipedia.org/wiki/CFOP_method

    The CFOP method (Cross – F2L – OLL – PLL), also known as the Fridrich method, is one of the most commonly used methods in speedsolving a 3×3×3 Rubik's Cube. It is one of the fastest methods with the other most notable ones being Roux and ZZ. This method was first developed in the early 1980s, combining innovations by a number of speed ...

  3. Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Cube

    The Rubik's Cube is a 3D combination puzzle invented in 1974 [2][3] by Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, [4] the puzzle was licensed by Rubik to be sold by Pentangle Puzzles in the UK in 1978, [5] and then by Ideal Toy Corp in 1980 [6] via businessman Tibor Laczi and Seven Towns ...

  4. Speedcubing - Wikipedia

    en.wikipedia.org/wiki/Speedcubing

    Speedcubing, also referred to as speedsolving, is a competitive mind sport centered around the rapid solving of various combination puzzles. The most prominent puzzle in this category is the N×N×N (n= 3) puzzle, commonly known as the Rubik's Cube. Participants in this sport are known as "speedcubers" (or more generally as "cubers"), who focus ...

  5. Feliks Zemdegs - Wikipedia

    en.wikipedia.org/wiki/Feliks_Zemdegs

    Feliks Aleksanders Zemdegs [1] (/ ˈ f ɛ l ɪ k s ˈ z ɛ m d ɛ ɡ z /, Latvian: Fēlikss Zemdegs; born 20 December 1995) is an Australian Rubik's Cube speedsolver.He is one of the only two speedcubers ever to win the World Cube Association World Championship twice (the other being Max Park), winning in 2013 and 2015, and is widely considered the most successful and greatest speedcuber of ...

  6. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    The first upper bounds were based on the 'human' algorithms. By combining the worst-case scenarios for each part of these algorithms, the typical upper bound was found to be around 100. Perhaps the first concrete value for an upper bound was the 277 moves mentioned by David Singmaster in early 1979. He simply counted the maximum number of moves ...

  7. Pocket Cube - Wikipedia

    en.wikipedia.org/wiki/Pocket_Cube

    More advanced methods combine multiple steps and require more algorithms. These algorithms designed for solving a 2×2×2 cube are often significantly shorter and faster than the algorithms one would use for solving a 3×3×3 cube. The Ortega method, [7] also called the Varasano method, [8] is an intermediate method. First a face is built (but ...

  8. Convex hull algorithms - Wikipedia

    en.wikipedia.org/wiki/Convex_hull_algorithms

    In computational geometry, numerous algorithms are proposed for computing the convex hull of a finite set of points, with various computational complexities. Computing the convex hull means that a non-ambiguous and efficient representation of the required convex shape is constructed. The complexity of the corresponding algorithms is usually ...

  9. 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).