158,749 research outputs found
Brief Announcement: Efficient Load-Balancing Through Distributed Token Dropping
We introduce a new graph problem, the token dropping game, and we show how to solve it efficiently in a distributed setting. We use the token dropping game as a tool to design an efficient distributed algorithm for the stable orientation problem, which is a special case of the more general locally optimal semi-matching problem. The prior work by Czygrinow et al. (DISC 2012) finds a locally optimal semi-matching in O(??) rounds in graphs of maximum degree ?, which directly implies an algorithm with the same runtime for stable orientations. We improve the runtime to O(??) for stable orientations and prove a lower bound of ?(?) rounds
Fast space-variant elliptical filtering using box splines
The efficient realization of linear space-variant (non-convolution) filters
is a challenging computational problem in image processing. In this paper, we
demonstrate that it is possible to filter an image with a Gaussian-like
elliptic window of varying size, elongation and orientation using a fixed
number of computations per pixel. The associated algorithm, which is based on a
family of smooth compactly supported piecewise polynomials, the
radially-uniform box splines, is realized using pre-integration and local
finite-differences. The radially-uniform box splines are constructed through
the repeated convolution of a fixed number of box distributions, which have
been suitably scaled and distributed radially in an uniform fashion. The
attractive features of these box splines are their asymptotic behavior, their
simple covariance structure, and their quasi-separability. They converge to
Gaussians with the increase of their order, and are used to approximate
anisotropic Gaussians of varying covariance simply by controlling the scales of
the constituent box distributions. Based on the second feature, we develop a
technique for continuously controlling the size, elongation and orientation of
these Gaussian-like functions. Finally, the quasi-separable structure, along
with a certain scaling property of box distributions, is used to efficiently
realize the associated space-variant elliptical filtering, which requires O(1)
computations per pixel irrespective of the shape and size of the filter.Comment: 12 figures; IEEE Transactions on Image Processing, vol. 19, 201
On Derandomizing Local Distributed Algorithms
The gap between the known randomized and deterministic local distributed
algorithms underlies arguably the most fundamental and central open question in
distributed graph algorithms. In this paper, we develop a generic and clean
recipe for derandomizing LOCAL algorithms. We also exhibit how this simple
recipe leads to significant improvements on a number of problem. Two main
results are:
- An improved distributed hypergraph maximal matching algorithm, improving on
Fischer, Ghaffari, and Kuhn [FOCS'17], and giving improved algorithms for
edge-coloring, maximum matching approximation, and low out-degree edge
orientation. The first gives an improved algorithm for Open Problem 11.4 of the
book of Barenboim and Elkin, and the last gives the first positive resolution
of their Open Problem 11.10.
- An improved distributed algorithm for the Lov\'{a}sz Local Lemma, which
gets closer to a conjecture of Chang and Pettie [FOCS'17], and moreover leads
to improved distributed algorithms for problems such as defective coloring and
-SAT.Comment: 37 page
On the Complexity of Distributed Splitting Problems
One of the fundamental open problems in the area of distributed graph
algorithms is the question of whether randomization is needed for efficient
symmetry breaking. While there are fast, -time randomized
distributed algorithms for all of the classic symmetry breaking problems, for
many of them, the best deterministic algorithms are almost exponentially
slower. The following basic local splitting problem, which is known as the
\emph{weak splitting} problem takes a central role in this context: Each node
of a graph has to be colored red or blue such that each node of
sufficiently large degree has at least one node of each color among its
neighbors. Ghaffari, Kuhn, and Maus [STOC '17] showed that this seemingly
simple problem is complete w.r.t. the above fundamental open question in the
following sense: If there is an efficient -time determinstic
distributed algorithm for weak splitting, then there is such an algorithm for
all locally checkable graph problems for which an efficient randomized
algorithm exists. In this paper, we investigate the distributed complexity of
weak splitting and some closely related problems. E.g., we obtain efficient
algorithms for special cases of weak splitting, where the graph is nearly
regular. In particular, we show that if and are the minimum
and maximum degrees of and if , weak splitting can
be solved deterministically in time
. Further, if and , there is a
randomized algorithm with time complexity
Large Scale SfM with the Distributed Camera Model
We introduce the distributed camera model, a novel model for
Structure-from-Motion (SfM). This model describes image observations in terms
of light rays with ray origins and directions rather than pixels. As such, the
proposed model is capable of describing a single camera or multiple cameras
simultaneously as the collection of all light rays observed. We show how the
distributed camera model is a generalization of the standard camera model and
describe a general formulation and solution to the absolute camera pose problem
that works for standard or distributed cameras. The proposed method computes a
solution that is up to 8 times more efficient and robust to rotation
singularities in comparison with gDLS. Finally, this method is used in an novel
large-scale incremental SfM pipeline where distributed cameras are accurately
and robustly merged together. This pipeline is a direct generalization of
traditional incremental SfM; however, instead of incrementally adding one
camera at a time to grow the reconstruction the reconstruction is grown by
adding a distributed camera. Our pipeline produces highly accurate
reconstructions efficiently by avoiding the need for many bundle adjustment
iterations and is capable of computing a 3D model of Rome from over 15,000
images in just 22 minutes.Comment: Published at 2016 3DV Conferenc
A parallel edge orientation algorithm for quadrilateral meshes
One approach to achieving correct finite element assembly is to ensure that
the local orientation of facets relative to each cell in the mesh is consistent
with the global orientation of that facet. Rognes et al. have shown how to
achieve this for any mesh composed of simplex elements, and deal.II contains a
serial algorithm to construct a consistent orientation of any quadrilateral
mesh of an orientable manifold.
The core contribution of this paper is the extension of this algorithm for
distributed memory parallel computers, which facilitates its seamless
application as part of a parallel simulation system.
Furthermore, our analysis establishes a link between the well-known
Union-Find algorithm and the construction of a consistent orientation of a
quadrilateral mesh. As a result, existing work on the parallelisation of the
Union-Find algorithm can be easily adapted to construct further parallel
algorithms for mesh orientations.Comment: Second revision: minor change
Best of Two Local Models: Local Centralized and Local Distributed Algorithms
We consider two models of computation: centralized local algorithms and local
distributed algorithms. Algorithms in one model are adapted to the other model
to obtain improved algorithms.
Distributed vertex coloring is employed to design improved centralized local
algorithms for: maximal independent set, maximal matching, and an approximation
scheme for maximum (weighted) matching over bounded degree graphs. The
improvement is threefold: the algorithms are deterministic, stateless, and the
number of probes grows polynomially in , where is the number of
vertices of the input graph.
The recursive centralized local improvement technique by Nguyen and
Onak~\cite{onak2008} is employed to obtain an improved distributed
approximation scheme for maximum (weighted) matching. The improvement is
twofold: we reduce the number of rounds from to for a
wide range of instances and, our algorithms are deterministic rather than
randomized
Faster Geometric Algorithms via Dynamic Determinant Computation
The computation of determinants or their signs is the core procedure in many
important geometric algorithms, such as convex hull, volume and point location.
As the dimension of the computation space grows, a higher percentage of the
total computation time is consumed by these computations. In this paper we
study the sequences of determinants that appear in geometric algorithms. The
computation of a single determinant is accelerated by using the information
from the previous computations in that sequence.
We propose two dynamic determinant algorithms with quadratic arithmetic
complexity when employed in convex hull and volume computations, and with
linear arithmetic complexity when used in point location problems. We implement
the proposed algorithms and perform an extensive experimental analysis. On one
hand, our analysis serves as a performance study of state-of-the-art
determinant algorithms and implementations. On the other hand, we demonstrate
the supremacy of our methods over state-of-the-art implementations of
determinant and geometric algorithms. Our experimental results include a 20 and
78 times speed-up in volume and point location computations in dimension 6 and
11 respectively.Comment: 29 pages, 8 figures, 3 table
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