630 research outputs found
Optimal computation of brightness integrals parametrized on the unit sphere
We compare various approaches to find the most efficient method for the
practical computation of the lightcurves (integrated brightnesses) of
irregularly shaped bodies such as asteroids at arbitrary viewing and
illumination geometries. For convex models, this reduces to the problem of the
numerical computation of an integral over a simply defined part of the unit
sphere. We introduce a fast method, based on Lebedev quadratures, which is
optimal for both lightcurve simulation and inversion in the sense that it is
the simplest and fastest widely applicable procedure for accuracy levels
corresponding to typical data noise. The method requires no tessellation of the
surface into a polyhedral approximation. At the accuracy level of 0.01 mag, it
is up to an order of magnitude faster than polyhedral sums that are usually
applied to this problem, and even faster at higher accuracies. This approach
can also be used in other similar cases that can be modelled on the unit
sphere. The method is easily implemented in lightcurve inversion by a simple
alteration of the standard algorithm/software.Comment: Astronomy and Astrophysics, in pres
Reach Set Approximation through Decomposition with Low-dimensional Sets and High-dimensional Matrices
Approximating the set of reachable states of a dynamical system is an
algorithmic yet mathematically rigorous way to reason about its safety.
Although progress has been made in the development of efficient algorithms for
affine dynamical systems, available algorithms still lack scalability to ensure
their wide adoption in the industrial setting. While modern linear algebra
packages are efficient for matrices with tens of thousands of dimensions,
set-based image computations are limited to a few hundred. We propose to
decompose reach set computations such that set operations are performed in low
dimensions, while matrix operations like exponentiation are carried out in the
full dimension. Our method is applicable both in dense- and discrete-time
settings. For a set of standard benchmarks, it shows a speed-up of up to two
orders of magnitude compared to the respective state-of-the art tools, with
only modest losses in accuracy. For the dense-time case, we show an experiment
with more than 10.000 variables, roughly two orders of magnitude higher than
possible with previous approaches
Geometric Rounding and Feature Separation in Meshes
Geometric rounding of a mesh is the task of approximating its vertex
coordinates by floating point numbers while preserving mesh structure.
Geometric rounding allows algorithms of computational geometry to interface
with numerical algorithms. We present a practical geometric rounding algorithm
for 3D triangle meshes that preserves the topology of the mesh. The basis of
the algorithm is a novel strategy: 1) modify the mesh to achieve a feature
separation that prevents topology changes when the coordinates change by the
rounding unit; and 2) round each vertex coordinate to the closest floating
point number. Feature separation is also useful on its own, for example for
satisfying minimum separation rules in CAD models. We demonstrate a robust,
accurate implementation
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