612 research outputs found

    Finding Convex Hulls Using Quickhull on the GPU

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    We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of problems. Our framework transforms the recursive splitting step into a permutation step that is well-suited for graphics hardware. Our convex hull algorithm of choice is Quickhull. Our parallel Quickhull implementation (for both 2D and 3D cases) achieves an order of magnitude speedup over standard computational geometry libraries.Comment: 11 page

    ParGeo: A Library for Parallel Computational Geometry

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    One machine, one minute, three billion tetrahedra

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    This paper presents a new scalable parallelization scheme to generate the 3D Delaunay triangulation of a given set of points. Our first contribution is an efficient serial implementation of the incremental Delaunay insertion algorithm. A simple dedicated data structure, an efficient sorting of the points and the optimization of the insertion algorithm have permitted to accelerate reference implementations by a factor three. Our second contribution is a multi-threaded version of the Delaunay kernel that is able to concurrently insert vertices. Moore curve coordinates are used to partition the point set, avoiding heavy synchronization overheads. Conflicts are managed by modifying the partitions with a simple rescaling of the space-filling curve. The performances of our implementation have been measured on three different processors, an Intel core-i7, an Intel Xeon Phi and an AMD EPYC, on which we have been able to compute 3 billion tetrahedra in 53 seconds. This corresponds to a generation rate of over 55 million tetrahedra per second. We finally show how this very efficient parallel Delaunay triangulation can be integrated in a Delaunay refinement mesh generator which takes as input the triangulated surface boundary of the volume to mesh

    Algorithms for Triangles, Cones & Peaks

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    Three different geometric objects are at the center of this dissertation: triangles, cones and peaks. In computational geometry, triangles are the most basic shape for planar subdivisions. Particularly, Delaunay triangulations are a widely used for manifold applications in engineering, geographic information systems, telecommunication networks, etc. We present two novel parallel algorithms to construct the Delaunay triangulation of a given point set. Yao graphs are geometric spanners that connect each point of a given set to its nearest neighbor in each of kk cones drawn around it. They are used to aid the construction of Euclidean minimum spanning trees or in wireless networks for topology control and routing. We present the first implementation of an optimal O(nlog⁥n)\mathcal{O}(n \log n)-time sweepline algorithm to construct Yao graphs. One metric to quantify the importance of a mountain peak is its isolation. Isolation measures the distance between a peak and the closest point of higher elevation. Computing this metric from high-resolution digital elevation models (DEMs) requires efficient algorithms. We present a novel sweep-plane algorithm that can calculate the isolation of all peaks on Earth in mere minutes

    A comprehensive survey on Delaunay Triangulation: applications, algorithms, and implementations over CPUs, GPUs, and FPGAs

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    Delaunay triangulation is an effective way to build a triangulation of a cloud of points, i.e., a partitioning of the points into simplices (triangles in 2D, tetrahedra in 3D, and so on), such that no two simplices overlap and every point in the set is a vertex of at least one simplex. Such a triangulation has been shown to have several interesting properties in terms of the structure of the simplices it constructs (e.g., maximising the minimum angle of the triangles in the bi-dimensional case) and has several critical applications in the contexts of computer graphics, computational geometry, mobile robotics or indoor localisation, to name a few application domains. This review paper revolves around three main pillars: (I) algorithms, (II) implementations over central processing units (CPUs), graphics processing units (GPUs), and field programmable gate arrays (FPGAs), and (III) applications. Specifically, the paper provides a comprehensive review of the main state-of-the-art algorithmic approaches to compute the Delaunay Triangulation. Subsequently, it delivers a critical review of implementations of Delaunay triangulation over CPUs, GPUs, and FPGAs. Finally, the paper covers a broad and multi-disciplinary range of possible applications of this technique

    The Convex Hull Problem in Practice : Improving the Running Time of the Double Description Method

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    The double description method is a simple but widely used algorithm for computation of extreme points in polyhedral sets. One key aspect of its implementation is the question of how to efficiently test extreme points for adjacency. In this dissertation, two significant contributions related to adjacency testing are presented. First, the currently used data structures are revisited and various optimizations are proposed. Empirical evidence is provided to demonstrate their competitiveness. Second, a new adjacency test is introduced. It is a refinement of the well known algebraic test featuring a technique for avoiding redundant computations. Its correctness is formally proven. Its superiority in multiple degenerate scenarios is demonstrated through experimental results. Parallel computation is one further aspect of the double description method covered in this work. A recently introduced divide-and-conquer technique is revisited and considerable practical limitations are demonstrated

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    D2P: Automatically Creating Distributed Dynamic Programming Codes

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    Dynamic Programming (DP) algorithms are common targets for parallelization, and, as these algorithms are applied to larger inputs, distributed implementations become necessary. However, creating distributed-memory solutions involves the challenges of task creation, program and data partitioning, communication optimization, and task scheduling. In this paper we present D2P, an end-to-end system for automatically transforming a specification of any recursive DP algorithm into distributed-memory implementation of the algorithm. When given a pseudo-code of a recursive DP algorithm, D2P automatically generates the corresponding MPI-based implementation. Our evaluation of the generated distributed implementations shows that they are efficient and scalable. Moreover, D2P-generated implementations are faster than implementations generated by recent general distributed DP frameworks, and are competitive with (and often faster than) hand-written implementations

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

    Full text link
    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    Branching strategies for mixed-integer programs containing logical constraints and decomposable structure

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    Decision-making optimisation problems can include discrete selections, e.g. selecting a route, arranging non-overlapping items or designing a network of items. Branch-and-bound (B&B), a widely applied divide-and-conquer framework, often solves such problems by considering a continuous approximation, e.g. replacing discrete variable domains by a continuous superset. Such approximations weaken the logical relations, e.g. for discrete variables corresponding to Boolean variables. Branching in B&B reintroduces logical relations by dividing the search space. This thesis studies designing B&B branching strategies, i.e. how to divide the search space, for optimisation problems that contain both a logical and a continuous structure. We begin our study with a large-scale, industrially-relevant optimisation problem where the objective consists of machine-learnt gradient-boosted trees (GBTs) and convex penalty functions. GBT functions contain if-then queries which introduces a logical structure to this problem. We propose decomposition-based rigorous bounding strategies and an iterative heuristic that can be embedded into a B&B algorithm. We approach branching with two strategies: a pseudocost initialisation and strong branching that target the structure of GBT and convex penalty aspects of the optimisation objective, respectively. Computational tests show that our B&B approach outperforms state-of-the-art solvers in deriving rigorous bounds on optimality. Our second project investigates how satisfiability modulo theories (SMT) derived unsatisfiable cores may be utilised in a B&B context. Unsatisfiable cores are subsets of constraints that explain an infeasible result. We study two-dimensional bin packing (2BP) and develop a B&B algorithm that branches on SMT unsatisfiable cores. We use the unsatisfiable cores to derive cuts that break 2BP symmetries. Computational results show that our B&B algorithm solves 20% more instances when compared with commercial solvers on the tested instances. Finally, we study convex generalized disjunctive programming (GDP), a framework that supports logical variables and operators. Convex GDP includes disjunctions of mathematical constraints, which motivate branching by partitioning the disjunctions. We investigate separation by branching, i.e. eliminating solutions that prevent rigorous bound improvement, and propose a greedy algorithm for building the branches. We propose three scoring methods for selecting the next branching disjunction. We also analyse how to leverage infeasibility to expedite the B&B search. Computational results show that our scoring methods can reduce the number of explored B&B nodes by an order of magnitude when compared with scoring methods proposed in literature. Our infeasibility analysis further reduces the number of explored nodes.Open Acces
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