1,827 research outputs found

    Space-Time Trade-offs for Stack-Based Algorithms

    Get PDF
    In memory-constrained algorithms we have read-only access to the input, and the number of additional variables is limited. In this paper we introduce the compressed stack technique, a method that allows to transform algorithms whose space bottleneck is a stack into memory-constrained algorithms. Given an algorithm \alg\ that runs in O(n) time using Θ(n)\Theta(n) variables, we can modify it so that it runs in O(n2/s)O(n^2/s) time using a workspace of O(s) variables (for any s∈o(log⁡n)s\in o(\log n)) or O(nlog⁡n/log⁡p)O(n\log n/\log p) time using O(plog⁡n/log⁡p)O(p\log n/\log p) variables (for any 2≤p≤n2\leq p\leq n). We also show how the technique can be applied to solve various geometric problems, namely computing the convex hull of a simple polygon, a triangulation of a monotone polygon, the shortest path between two points inside a monotone polygon, 1-dimensional pyramid approximation of a 1-dimensional vector, and the visibility profile of a point inside a simple polygon. Our approach exceeds or matches the best-known results for these problems in constant-workspace models (when they exist), and gives the first trade-off between the size of the workspace and running time. To the best of our knowledge, this is the first general framework for obtaining memory-constrained algorithms

    Problems on Polytopes, Their Groups, and Realizations

    Full text link
    The paper gives a collection of open problems on abstract polytopes that were either presented at the Polytopes Day in Calgary or motivated by discussions at the preceding Workshop on Convex and Abstract Polytopes at the Banff International Research Station in May 2005.Comment: 25 pages (Periodica Mathematica Hungarica, Special Issue on Discrete Geometry, to appear

    Addressing Integration Error for Polygonal Finite Elements Through Polynomial Projections: A Patch Test Connection

    Full text link
    Polygonal finite elements generally do not pass the patch test as a result of quadrature error in the evaluation of weak form integrals. In this work, we examine the consequences of lack of polynomial consistency and show that it can lead to a deterioration of convergence of the finite element solutions. We propose a general remedy, inspired by techniques in the recent literature of mimetic finite differences, for restoring consistency and thereby ensuring the satisfaction of the patch test and recovering optimal rates of convergence. The proposed approach, based on polynomial projections of the basis functions, allows for the use of moderate number of integration points and brings the computational cost of polygonal finite elements closer to that of the commonly used linear triangles and bilinear quadrilaterals. Numerical studies of a two-dimensional scalar diffusion problem accompany the theoretical considerations

    Parametric Inference for Biological Sequence Analysis

    Get PDF
    One of the major successes in computational biology has been the unification, using the graphical model formalism, of a multitude of algorithms for annotating and comparing biological sequences. Graphical models that have been applied towards these problems include hidden Markov models for annotation, tree models for phylogenetics, and pair hidden Markov models for alignment. A single algorithm, the sum-product algorithm, solves many of the inference problems associated with different statistical models. This paper introduces the \emph{polytope propagation algorithm} for computing the Newton polytope of an observation from a graphical model. This algorithm is a geometric version of the sum-product algorithm and is used to analyze the parametric behavior of maximum a posteriori inference calculations for graphical models.Comment: 15 pages, 4 figures. See also companion paper "Tropical Geometry of Statistical Models" (q-bio.QM/0311009

    Analysis domain model for shared virtual environments

    Get PDF
    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    VoroCrust: Voronoi Meshing Without Clipping

    Full text link
    Polyhedral meshes are increasingly becoming an attractive option with particular advantages over traditional meshes for certain applications. What has been missing is a robust polyhedral meshing algorithm that can handle broad classes of domains exhibiting arbitrarily curved boundaries and sharp features. In addition, the power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous formulations. The VoroCrust algorithm is the first provably-correct algorithm for conforming polyhedral Voronoi meshing for non-convex and non-manifold domains with guarantees on the quality of both surface and volume elements. A robust refinement process estimates a suitable sizing field that enables the careful placement of Voronoi seeds across the surface circumventing the need for clipping and avoiding its many drawbacks. The algorithm has the flexibility of filling the interior by either structured or random samples, while preserving all sharp features in the output mesh. We demonstrate the capabilities of the algorithm on a variety of models and compare against state-of-the-art polyhedral meshing methods based on clipped Voronoi cells establishing the clear advantage of VoroCrust output.Comment: 18 pages (including appendix), 18 figures. Version without compressed images available on https://www.dropbox.com/s/qc6sot1gaujundy/VoroCrust.pdf. Supplemental materials available on https://www.dropbox.com/s/6p72h1e2ivw6kj3/VoroCrust_supplemental_materials.pd

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

    Get PDF
    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
    • …
    corecore