748 research outputs found
Geometric transformations in octrees using shears
Existent algorithms to perform geometric transformations on octrees
can be classified in two families: inverse transformation and address
computation ones. Those in the inverse transformation family
essentially resample the target octree from the source one, and are
able to cope with all the affine transformations. Those in the address
computation family only deal with translations, but are commonly
accepted as faster than the former ones for they do no intersection
tests, but directly calculate the transformed address of each black
node in the source tree. This work introduces a new translation
algorithm that shows to perform better than previous one when very
small displacements are involved. This property is particularly useful
in applications such as simulation, robotics or computer animation.Postprint (published version
Triangles and Girth in Disk Graphs and Transmission Graphs
Let S subset R^2 be a set of n sites, where each s in S has an associated radius r_s > 0. The disk graph D(S) is the undirected graph with vertex set S and an undirected edge between two sites s, t in S if and only if |st| <= r_s + r_t, i.e., if the disks with centers s and t and respective radii r_s and r_t intersect. Disk graphs are used to model sensor networks. Similarly, the transmission graph T(S) is the directed graph with vertex set S and a directed edge from a site s to a site t if and only if |st| <= r_s, i.e., if t lies in the disk with center s and radius r_s.
We provide algorithms for detecting (directed) triangles and, more generally, computing the length of a shortest cycle (the girth) in D(S) and in T(S). These problems are notoriously hard in general, but better solutions exist for special graph classes such as planar graphs. We obtain similarly efficient results for disk graphs and for transmission graphs. More precisely, we show that a shortest (Euclidean) triangle in D(S) and in T(S) can be found in O(n log n) expected time, and that the (weighted) girth of D(S) can be found in O(n log n) expected time. For this, we develop new tools for batched range searching that may be of independent interest
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Using topological sweep to extract the boundaries of regions in maps represented by region quadtrees
A variant of the plane sweep paradigm known as topological sweep is adapted to solve geometric problems involving two-dimensional regions when the underlying representation is a region quadtree. The utility of this technique is illustrated by showing how it can be used to extract the boundaries of a map in O(M) space and O(Ma(M)) time, where M is the number of quad tree blocks in the map, and a(·) is the (extremely slowly growing) inverse of Ackerman's function. The algorithm works for maps that contain multiple regions as well as holes. The algorithm makes use of active objects (in the form of regions) and an active border. It keeps track of the current position in the active border so that at each step no search is necessary. The algorithm represents a considerable improvement over a previous approach whose worst-case execution time is proportional to the product of the number of blocks in the map and the resolution of the quad tree (i.e., the maximum level of decomposition). The algorithm works for many different quadtree representations including those where the quadtree is stored in external storage
TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware
Efficient maintenance and update of nonbonded lists in macromolecular simulations
Molecular mechanics and dynamics simulations use distance based cutoff approximations for faster computation of pairwise van der Waals and electrostatic energy terms. These approximations traditionally use a precalculated and periodically updated list of interacting atom pairs, known as the ânonbonded neighborhood listsâ or nblists, in order to reduce the overhead of finding atom pairs that are within distance cutoff. The size of nblists grows linearly with the number of atoms in the system and superlinearly with the distance cutoff, and as a result, they require significant amount of memory for large molecular systems. The high space usage leads to poor cache performance, which slows computation for large distance cutoffs. Also, the high cost of updates means that one cannot afford to keep the data structure always synchronized with the configuration of the molecules when efficiency is at stake. We propose a dynamic octree data structure for implicit maintenance of nblists using space linear in the number of atoms but independent of the distance cutoff. The list can be updated very efficiently as the coordinates of atoms change during the simulation. Unlike explicit nblists, a single octree works for all distance cutoffs. In addition, octree is a cache-friendly data structure, and hence, it is less prone to cache miss slowdowns on modern memory hierarchies than nblists. Octrees use almost 2 orders of magnitude less memory, which is crucial for simulation of large systems, and while they are comparable in performance to nblists when the distance cutoff is small, they outperform nblists for larger systems and large cutoffs. Our tests show that octree implementation is approximately 1.5 times faster in practical use case scenarios as compared to nblists
Triangulating the Square and Squaring the Triangle: Quadtrees and Delaunay Triangulations are Equivalent
We show that Delaunay triangulations and compressed quadtrees are equivalent
structures. More precisely, we give two algorithms: the first computes a
compressed quadtree for a planar point set, given the Delaunay triangulation;
the second finds the Delaunay triangulation, given a compressed quadtree. Both
algorithms run in deterministic linear time on a pointer machine. Our work
builds on and extends previous results by Krznaric and Levcopolous and Buchin
and Mulzer. Our main tool for the second algorithm is the well-separated pair
decomposition(WSPD), a structure that has been used previously to find
Euclidean minimum spanning trees in higher dimensions (Eppstein). We show that
knowing the WSPD (and a quadtree) suffices to compute a planar Euclidean
minimum spanning tree (EMST) in linear time. With the EMST at hand, we can find
the Delaunay triangulation in linear time.
As a corollary, we obtain deterministic versions of many previous algorithms
related to Delaunay triangulations, such as splitting planar Delaunay
triangulations, preprocessing imprecise points for faster Delaunay computation,
and transdichotomous Delaunay triangulations.Comment: 37 pages, 13 figures, full version of a paper that appeared in SODA
201
Survey of semi-regular multiresolution models for interactive terrain rendering
Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac
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