385 research outputs found

    Voronoi diagrams in the max-norm: algorithms, implementation, and applications

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    Voronoi diagrams and their numerous variants are well-established objects in computational geometry. They have proven to be extremely useful to tackle geometric problems in various domains such as VLSI CAD, Computer Graphics, Pattern Recognition, Information Retrieval, etc. In this dissertation, we study generalized Voronoi diagram of line segments as motivated by applications in VLSI Computer Aided Design. Our work has three directions: algorithms, implementation, and applications of the line-segment Voronoi diagrams. Our results are as follows: (1) Algorithms for the farthest Voronoi diagram of line segments in the Lp metric, 1 ≤ p ≤ ∞. Our main interest is the L2 (Euclidean) and the L∞ metric. We first introduce the farthest line-segment hull and its Gaussian map to characterize the regions of the farthest line-segment Voronoi diagram at infinity. We then adapt well-known techniques for the construction of a convex hull to compute the farthest line-segment hull, and therefore, the farthest segment Voronoi diagram. Our approach unifies techniques to compute farthest Voronoi diagrams for points and line segments. (2) The implementation of the L∞ Voronoi diagram of line segments in the Computational Geometry Algorithms Library (CGAL). Our software (approximately 17K lines of C++ code) is built on top of the existing CGAL package on the L2 (Euclidean) Voronoi diagram of line segments. It is accepted and integrated in the upcoming version of the library CGAL-4.7 and will be released in september 2015. We performed the implementation in the L∞ metric because we target applications in VLSI design, where shapes are predominantly rectilinear, and the L∞ segment Voronoi diagram is computationally simpler. (3) The application of our Voronoi software to tackle proximity-related problems in VLSI pattern analysis. In particular, we use the Voronoi diagram to identify critical locations in patterns of VLSI layout, which can be faulty during the printing process of a VLSI chip. We present experiments involving layout pieces that were provided by IBM Research, Zurich. Our Voronoi-based method was able to find all problematic locations in the provided layout pieces, very fast, and without any manual intervention

    Design and evaluation of an optimization based approach to multiple burst admission control for cdma2000

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    In our recent study, we have formulated the burst admission control problem for wideband CDMA systems as an integer programming problem. In this paper, we propose and analyze the performance of a novel burst admission technique, called the multiple-burst admission-spatial dimension algorithm (MBA-SD) to judiciously allocate the previous channels in wideband CDMA systems to burst requests. Both the forward link and the reverse link burst requests are considered and the system is simulated by dynamic simulations which takes into account of the user mobility, power control and soft hand-off. We found that significant performance improvement, in terms of data user capacity, coverage, and admission and outage probabilities, could be achieved by our scheme compared to the existing burst assignment algorithms.published_or_final_versio

    Surface coverage in wireless sensor networks

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    Abstract—Coverage is a fundamental problem in Wireless Sensor Networks (WSNs). Existing studies on this topic focus on 2D ideal plane coverage and 3D full space coverage. In many real world applications, the 3D surface of a targeted Field of Interest is complex, however, existing studies do not provide promising results. In this paper, we propose a new coverage model called surface coverage. In surface coverage, the targeted Field of Interest is a surface in 3D space and sensors can be deployed only on the surface. We show that existing 2D plane coverage is merely a special case of surface coverage. Simulations point out that existing sensor deployment schemes for a 2D plane cannot be directly applied to surface coverage cases. In this paper, we target two problems assuming surface coverage to be true. One, under stochastic deployment, how many sensors are needed to reach a certain expected coverage ratio? Two, if sensor deployment can be planned, what is the optimal deployment strategy with guaranteed full coverage with the least number of sensors? We show that the latter problem is NP-complete and propose three approximation algorithms. We further prove that these algorithms have a provable approximation ratio. We also conduct comprehensive simulations to evaluate the performance of the proposed algorithms. I

    Language and compiler for algorithmic choice

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.Cataloged from PDF version of thesis.Includes bibliographical references (p. 55-60).It is often impossible to obtain a one-size-fits-all solution for high performance algorithms when considering different choices for data distributions, parallelism, transformations, and blocking. The best solution to these choices is often tightly coupled to different architectures, problem sizes, data, and available system resources. In some cases, completely different algorithms may provide the best performance. Current compiler and programming language techniques are able to change some of these parameters, but today there is no simple way for the programmer to express or the compiler to choose different algorithms to handle different parts of the data. Existing solutions normally can handle only coarse-grained, library level selections or hand coded cutoffs between base cases and recursive cases. We present PetaBricks, a new implicitly parallel language and compiler where having multiple implementations of multiple algorithms to solve a problem is the natural way of programming. We make algorithmic choice a first class construct of the language. Choices are provided in a way that also allows our compiler to tune at a finer granularity. The PetaBricks compiler autotunes programs by making both fine-grained as well as algorithmic choices. Choices also include different automatic parallelization techniques, data distributions, algorithmic parameters, transformations, and blocking.by Jason Ansel.S.M

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    A General Framework for Multi-Agent Task Selection

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    Ph.DDOCTOR OF PHILOSOPH
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