Mark Overmars

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This article is about the computer scientist. For the football player, see Marc Overmars.
Mark H. Overmars
Born (1958-09-29) September 29, 1958 (age 59)
Zeist, Netherlands
Residence Utrecht, Netherlands
Nationality Dutch
Fields Computational geometry
Institutions Utrecht University
Alma mater Utrecht University
Thesis The Design of Dynamic Data Structures (1983)
Doctoral advisor Jan van Leeuwen
Doctoral students Mark de Berg
Marc van Kreveld
Known for Probabilistic Roadmap Method, Game Maker

Markus Hendrik "Mark" Overmars (Dutch pronunciation: [ˈmɑrkʏs ˈɦɛndrɪk ˈmɑrk ˈoːvərˌmɑrs], born 29 September 1958 in Zeist, Netherlands)[1] is a Dutch computer scientist and teacher of game programming known for his game development application Game Maker. Game Maker 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.[2] 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.

Overmars received his Ph.D. in 1983 from Utrecht University under the supervision of Jan van Leeuwen,[3] and has since been a member of the faculty of the same university. Overmars has published over 100 journal papers, largely on computational geometry, and is the co-author of several books including a widely used computational geometry text.

Overmars has also worked in robotics. He was the first to develop the probabilistic roadmap method in 1992, which was later independently discovered by Kavraki and Latombe in 1994. Their joint paper, Probabilistic roadmaps for path planning in high-dimensional configuration spaces,[4] is considered one of the most influential studies in motion planning,[5] and has been widely cited (more than 2500 times as of 2014 according to Google Scholar).[6]


  • Overmars, M. H. (1983). The Design of Dynamic Data Structures. Lecture Notes in Computer Science. 156. Springer-Verlag. ISBN 0-387-12330-X. [7]
  • de Berg, M.; van Kreveld, M.; Overmars, M. H.; Schwarzkopf, O. (1997). Computational Geometry: Algorithms and Applications. Springer-Verlag.  2nd ed., 2000; 3rd ed., 2008.[8][9]
  • Habgood, J.; Overmars, M. H. (2006). The Game Maker's Apprentice: Game Development for Beginners. APress. ISBN 1-59059-615-3. 


  1. Curriculum vitae, archived from the Utrecht University web site on October 2, 2011.
  2. Former colleagues, GIVE Center, retrieved 2014-01-16.
  3. Markus (Mark) Hendrik Overmars at the Mathematics Genealogy Project.
  4. Kavraki, L.E.; Svestka, P.; Latombe, J.C.; Overmars, M.H. (1996). "Probabilistic roadmaps for path planning in high-dimensional configuration spaces". Robotics and Automation, IEEE Transactions on. 12 (4): 566–580. doi:10.1109/70.508439. 
  5. Karaman, Sertac; Frazzoli, Emilio (2011), "Sampling-based algorithms for optimal motion planning", International Journal of Robotics Research, 30 (7): 846–894, doi:10.1177/0278364911406761, Arguably, the most influential sampling-based motion planning algorithms to date include probabilistic roadmaps 
  6. Citations to probabilistic roadmaps, Google Scholar, retrieved 2014-01-17.
  7. Review of The design of dynamic data structures by D. T. Lee (1985), MR 0710832.
  8. Review of Computational Geometry by Hans-Dietrich Hecker (1998), MR 1470713. For the 2nd and 3rd eds., see MR 1763734 and MR 2723879.
  9. Masum, Hassan (December 2000), "Review of Computational Geometry: Algorithms and Applications (2nd ed.) by Mark De Berg, Marc Van Kreveld, Mark Overmars, and Otfried Schwarzkopf", SIGACT News, New York, NY, USA: ACM, 31 (4): 10–12, doi:10.1145/369836.571192 .

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