7,413 research outputs found
Visibility-Related Problems on Parallel Computational Models
Visibility-related problems find applications in seemingly unrelated and diverse fields such as computer graphics, scene analysis, robotics and VLSI design. While there are common threads running through these problems, most existing solutions do not exploit these commonalities. With this in mind, this thesis identifies these common threads and provides a unified approach to solve these problems and develops solutions that can be viewed as template algorithms for an abstract computational model. A template algorithm provides an architecture independent solution for a problem, from which solutions can be generated for diverse computational models. In particular, the template algorithms presented in this work lead to optimal solutions to various visibility-related problems on fine-grain mesh connected computers such as meshes with multiple broadcasting and reconfigurable meshes, and also on coarse-grain multicomputers.
Visibility-related problems studied in this thesis can be broadly classified into Object Visibility and Triangulation problems. To demonstrate the practical relevance of these algorithms, two of the fundamental template algorithms identified as powerful tools in almost every algorithm designed in this work were implemented on an IBM-SP2. The code was developed in the C language, using MPI, and can easily be ported to many commercially available parallel computers
Computing the visibility map of fat objects
AbstractWe give an output-sensitive algorithm for computing the visibility map of a set of n constant-complexity convex fat polyhedra or curved objects in 3-space. Our algorithm runs in O((n+k) polylog n) time, where k is the combinatorial complexity of the visibility map. This is the first algorithm for computing the visibility map of fat objects that does not require a depth order on the objects and is faster than the best known algorithm for general objects. It is also the first output-sensitive algorithm for curved objects that does not require a depth order
Convex Hull of Points Lying on Lines in o(n log n) Time after Preprocessing
Motivated by the desire to cope with data imprecision, we study methods for
taking advantage of preliminary information about point sets in order to speed
up the computation of certain structures associated with them.
In particular, we study the following problem: given a set L of n lines in
the plane, we wish to preprocess L such that later, upon receiving a set P of n
points, each of which lies on a distinct line of L, we can construct the convex
hull of P efficiently. We show that in quadratic time and space it is possible
to construct a data structure on L that enables us to compute the convex hull
of any such point set P in O(n alpha(n) log* n) expected time. If we further
assume that the points are "oblivious" with respect to the data structure, the
running time improves to O(n alpha(n)). The analysis applies almost verbatim
when L is a set of line-segments, and yields similar asymptotic bounds. We
present several extensions, including a trade-off between space and query time
and an output-sensitive algorithm. We also study the "dual problem" where we
show how to efficiently compute the (<= k)-level of n lines in the plane, each
of which lies on a distinct point (given in advance).
We complement our results by Omega(n log n) lower bounds under the algebraic
computation tree model for several related problems, including sorting a set of
points (according to, say, their x-order), each of which lies on a given line
known in advance. Therefore, the convex hull problem under our setting is
easier than sorting, contrary to the "standard" convex hull and sorting
problems, in which the two problems require Theta(n log n) steps in the worst
case (under the algebraic computation tree model).Comment: 26 pages, 5 figures, 1 appendix; a preliminary version appeared at
SoCG 201
Planar rectilinear shortest path computation using corridors
AbstractThe rectilinear shortest path problem can be stated as follows: given a set of m non-intersecting simple polygonal obstacles in the plane, find a shortest L1-metric (rectilinear) path from a point s to a point t that avoids all the obstacles. The path can touch an obstacle but does not cross it. This paper presents an algorithm with time complexity O(n+m(lgn)3/2), which is close to the known lower bound of Ω(n+mlgm) for finding such a path. Here, n is the number of vertices of all the obstacles together
An efficient output-sensitive hidden surface removal algorithm and its parallelization
In this paper we present an algorithm for hidden surface removal for a class of polyhedral surfaces which have a property that they can be ordered relatively quickly like the terrain maps. A distinguishing feature of this algorithm is that its running time is sensitive to the actual size of the visible image rather than the total number of intersections in the image plane which can be much larger than the visible image. The time complexity of this algorithm is O((k +nflognloglogn) where n and k are respectively the input and the output sizes. Thus, in a significant number of situations this will be faster than the worst case optimal algorithms which have running time Ω(n 2) irrespective of the output size (where as the output size k is O(n 2) only in the worst case). We also present a parallel algorithm based on a similar approach which runs in time O(log4(n+k)) using O((n + k)/Iog(n+k)) processors in a CREW PRAM model. All our bounds arc obtained using ammortized analysis
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