65,062 research outputs found

    Engineering Art Galleries

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    The Art Gallery Problem is one of the most well-known problems in Computational Geometry, with a rich history in the study of algorithms, complexity, and variants. Recently there has been a surge in experimental work on the problem. In this survey, we describe this work, show the chronology of developments, and compare current algorithms, including two unpublished versions, in an exhaustive experiment. Furthermore, we show what core algorithmic ingredients have led to recent successes

    A Novel Method for the Absolute Pose Problem with Pairwise Constraints

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    Absolute pose estimation is a fundamental problem in computer vision, and it is a typical parameter estimation problem, meaning that efforts to solve it will always suffer from outlier-contaminated data. Conventionally, for a fixed dimensionality d and the number of measurements N, a robust estimation problem cannot be solved faster than O(N^d). Furthermore, it is almost impossible to remove d from the exponent of the runtime of a globally optimal algorithm. However, absolute pose estimation is a geometric parameter estimation problem, and thus has special constraints. In this paper, we consider pairwise constraints and propose a globally optimal algorithm for solving the absolute pose estimation problem. The proposed algorithm has a linear complexity in the number of correspondences at a given outlier ratio. Concretely, we first decouple the rotation and the translation subproblems by utilizing the pairwise constraints, and then we solve the rotation subproblem using the branch-and-bound algorithm. Lastly, we estimate the translation based on the known rotation by using another branch-and-bound algorithm. The advantages of our method are demonstrated via thorough testing on both synthetic and real-world dataComment: 10 pages, 7figure

    Polynomial-Time Amoeba Neighborhood Membership and Faster Localized Solving

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    We derive efficient algorithms for coarse approximation of algebraic hypersurfaces, useful for estimating the distance between an input polynomial zero set and a given query point. Our methods work best on sparse polynomials of high degree (in any number of variables) but are nevertheless completely general. The underlying ideas, which we take the time to describe in an elementary way, come from tropical geometry. We thus reduce a hard algebraic problem to high-precision linear optimization, proving new upper and lower complexity estimates along the way.Comment: 15 pages, 9 figures. Submitted to a conference proceeding

    A Minimalist Approach to Type-Agnostic Detection of Quadrics in Point Clouds

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    This paper proposes a segmentation-free, automatic and efficient procedure to detect general geometric quadric forms in point clouds, where clutter and occlusions are inevitable. Our everyday world is dominated by man-made objects which are designed using 3D primitives (such as planes, cones, spheres, cylinders, etc.). These objects are also omnipresent in industrial environments. This gives rise to the possibility of abstracting 3D scenes through primitives, thereby positions these geometric forms as an integral part of perception and high level 3D scene understanding. As opposed to state-of-the-art, where a tailored algorithm treats each primitive type separately, we propose to encapsulate all types in a single robust detection procedure. At the center of our approach lies a closed form 3D quadric fit, operating in both primal & dual spaces and requiring as low as 4 oriented-points. Around this fit, we design a novel, local null-space voting strategy to reduce the 4-point case to 3. Voting is coupled with the famous RANSAC and makes our algorithm orders of magnitude faster than its conventional counterparts. This is the first method capable of performing a generic cross-type multi-object primitive detection in difficult scenes. Results on synthetic and real datasets support the validity of our method.Comment: Accepted for publication at CVPR 201

    On the matrix square root via geometric optimization

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    This paper is triggered by the preprint "\emph{Computing Matrix Squareroot via Non Convex Local Search}" by Jain et al. (\textit{\textcolor{blue}{arXiv:1507.05854}}), which analyzes gradient-descent for computing the square root of a positive definite matrix. Contrary to claims of~\citet{jain2015}, our experiments reveal that Newton-like methods compute matrix square roots rapidly and reliably, even for highly ill-conditioned matrices and without requiring commutativity. We observe that gradient-descent converges very slowly primarily due to tiny step-sizes and ill-conditioning. We derive an alternative first-order method based on geodesic convexity: our method admits a transparent convergence analysis (<1< 1 page), attains linear rate, and displays reliable convergence even for rank deficient problems. Though superior to gradient-descent, ultimately our method is also outperformed by a well-known scaled Newton method. Nevertheless, the primary value of our work is its conceptual value: it shows that for deriving gradient based methods for the matrix square root, \emph{the manifold geometric view of positive definite matrices can be much more advantageous than the Euclidean view}.Comment: 8 pages, 12 plots, this version contains several more references and more words about the rank-deficient cas
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