10,516 research outputs found
Compact Floor-Planning via Orderly Spanning Trees
Floor-planning is a fundamental step in VLSI chip design. Based upon the
concept of orderly spanning trees, we present a simple O(n)-time algorithm to
construct a floor-plan for any n-node plane triangulation. In comparison with
previous floor-planning algorithms in the literature, our solution is not only
simpler in the algorithm itself, but also produces floor-plans which require
fewer module types. An equally important aspect of our new algorithm lies in
its ability to fit the floor-plan area in a rectangle of size (n-1)x(2n+1)/3.
Lower bounds on the worst-case area for floor-planning any plane triangulation
are also provided in the paper.Comment: 13 pages, 5 figures, An early version of this work was presented at
9th International Symposium on Graph Drawing (GD 2001), Vienna, Austria,
September 2001. Accepted to Journal of Algorithms, 200
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Constraint-based adaptation for complex space configuration in building services
In this paper an object-based CAD programming is used to take advantage of standardization to handle the schematic design, sizing and layout planning for ceiling mounted fan coil system in a building ceiling void. In order to deal with more complex geometry and real building size, we have used a hybrid approach combining case-based reasoning and constraint programming techniques. Very often, building services engineers use previous solutions and adapt them to new problems. Case-based reasoning mirrors this practical approach and did help us deal effectively with increasingly complex geometry. Our approach combines automation and interactivity. From the specification of the building 3D BIM model, our software prototype proceeds through four steps. First, the user divides the building into zones, each zone being defined by a geometrical primitive (i.e. rectangle zone, triangle zone, curved zone, etc.). Next, for each zone a similar case is retrieved from the case library. The retrieval process will generate a first incomplete 3D solution containing some inconsistencies. Next, the incomplete solution is adapted, using constraint programming techniques, to provide a consistent solution. Finally, distribution routes (i.e. ducts and pipes) are generated using constraint programming techniques. The 3D fan coil solution can be modified or improved by the designer, while providing further contribution by concentrating on interactivity. The project has been funded by the Engineering and Physical Sciences Research Council (EPSRC) in the UK
Evaluating indoor positioning systems in a shopping mall : the lessons learned from the IPIN 2018 competition
The Indoor Positioning and Indoor Navigation (IPIN) conference holds an annual competition in which indoor localization systems from different research groups worldwide are evaluated empirically. The objective of this competition is to establish a systematic evaluation methodology with rigorous metrics both for real-time (on-site) and post-processing (off-site) situations, in a realistic environment unfamiliar to the prototype developers. For the IPIN 2018 conference, this competition was held on September 22nd, 2018, in Atlantis, a large shopping mall in Nantes (France). Four competition tracks (two on-site and two off-site) were designed. They consisted of several 1 km routes traversing several floors of the mall. Along these paths, 180 points were topographically surveyed with a 10 cm accuracy, to serve as ground truth landmarks, combining theodolite measurements, differential global navigation satellite system (GNSS) and 3D scanner systems. 34 teams effectively competed. The accuracy score corresponds to the third quartile (75th percentile) of an error metric that combines the horizontal positioning error and the floor detection. The best results for the on-site tracks showed an accuracy score of 11.70 m (Track 1) and 5.50 m (Track 2), while the best results for the off-site tracks showed an accuracy score of 0.90 m (Track 3) and 1.30 m (Track 4). These results showed that it is possible to obtain high accuracy indoor positioning solutions in large, realistic environments using wearable light-weight sensors without deploying any beacon. This paper describes the organization work of the tracks, analyzes the methodology used to quantify the results, reviews the lessons learned from the competition and discusses its future
Generation of office buildings in large scale virtual worlds
Virtual worlds are used in many different areas, from military training simulations to massive multiplayer online role-playing games. In the past, the sizes of these worlds was limited by the power of the computers that ran them as well as the man-hours needed to draw them. However, as computers have become more powerful, the limiting fctor has become the man-hours needed to manually draw every object in such a world. So there is now a need for large scale, traversable, dynamic, algorithmically generated virtual worlds. For these worlds to be realistic, cities need to be generated, and for these cities to be relistic, they must have commercial office buildings (skyscrapers, office parks, etc.). Previous research in this area has been solely on generating the outsides of commercial buildings, with no focus on the inside features of the buildings. This research aims to generate both the insides and the outsides of commercial office buildings, with the dual goals of realism and usability
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