54,050 research outputs found
A Novel Approach for Ellipsoidal Outer-Approximation of the Intersection Region of Ellipses in the Plane
In this paper, a novel technique for tight outer-approximation of the
intersection region of a finite number of ellipses in 2-dimensional (2D) space
is proposed. First, the vertices of a tight polygon that contains the convex
intersection of the ellipses are found in an efficient manner. To do so, the
intersection points of the ellipses that fall on the boundary of the
intersection region are determined, and a set of points is generated on the
elliptic arcs connecting every two neighbouring intersection points. By finding
the tangent lines to the ellipses at the extended set of points, a set of
half-planes is obtained, whose intersection forms a polygon. To find the
polygon more efficiently, the points are given an order and the intersection of
the half-planes corresponding to every two neighbouring points is calculated.
If the polygon is convex and bounded, these calculated points together with the
initially obtained intersection points will form its vertices. If the polygon
is non-convex or unbounded, we can detect this situation and then generate
additional discrete points only on the elliptical arc segment causing the
issue, and restart the algorithm to obtain a bounded and convex polygon.
Finally, the smallest area ellipse that contains the vertices of the polygon is
obtained by solving a convex optimization problem. Through numerical
experiments, it is illustrated that the proposed technique returns a tighter
outer-approximation of the intersection of multiple ellipses, compared to
conventional techniques, with only slightly higher computational cost
OpenACC Based GPU Parallelization of Plane Sweep Algorithm for Geometric Intersection
Line segment intersection is one of the elementary operations in computational geometry. Complex problems in Geographic Information Systems (GIS) like finding map overlays or spatial joins using polygonal data require solving segment intersections. Plane sweep paradigm is used for finding geometric intersection in an efficient manner. However, it is difficult to parallelize due to its in-order processing of spatial events. We present a new fine-grained parallel algorithm for geometric intersection and its CPU and GPU implementation using OpenMP and OpenACC. To the best of our knowledge, this is the first work demonstrating an effective parallelization of plane sweep on GPUs.
We chose compiler directive based approach for implementation because of its simplicity to parallelize sequential code. Using Nvidia Tesla P100 GPU, our implementation achieves around 40X speedup for line segment intersection problem on 40K and 80K data sets compared to sequential CGAL library
Three dimensional extension of Bresenham’s algorithm with Voronoi diagram
Bresenham’s algorithm for plotting a two-dimensional line segment is elegant and efficient in its deployment of mid-point comparison and integer arithmetic. It is natural to investigate its three-dimensional extensions. In so doing, this paper uncovers the reason for little prior work. The concept of the mid-point in a unit interval generalizes to that of nearest neighbours involving a Voronoi diagram. Algorithmically, there are challenges. While a unit interval in two-dimension becomes a unit square in three-dimension, “squaring” the number of choices in Bresenham’s algorithm is shown to have difficulties. In this paper, the three-dimensional extension is based on the main idea of Bresenham’s algorithm of minimum distance between the line and the grid points. The structure of the Voronoi diagram is presented for grid points to which the line may be approximated. The deployment of integer arithmetic and symmetry for the three-dimensional extension of the algorithm to raise the computation efficiency are also investigated
Range Queries on Uncertain Data
Given a set of uncertain points on the real line, each represented by
its one-dimensional probability density function, we consider the problem of
building data structures on to answer range queries of the following three
types for any query interval : (1) top- query: find the point in that
lies in with the highest probability, (2) top- query: given any integer
as part of the query, return the points in that lie in
with the highest probabilities, and (3) threshold query: given any threshold
as part of the query, return all points of that lie in with
probabilities at least . We present data structures for these range
queries with linear or nearly linear space and efficient query time.Comment: 26 pages. A preliminary version of this paper appeared in ISAAC 2014.
In this full version, we also present solutions to the most general case of
the problem (i.e., the histogram bounded case), which were left as open
problems in the preliminary versio
- …