6,400 research outputs found
On Graph Crossing Number and Edge Planarization
Given an n-vertex graph G, a drawing of G in the plane is a mapping of its
vertices into points of the plane, and its edges into continuous curves,
connecting the images of their endpoints. A crossing in such a drawing is a
point where two such curves intersect. In the Minimum Crossing Number problem,
the goal is to find a drawing of G with minimum number of crossings. The value
of the optimal solution, denoted by OPT, is called the graph's crossing number.
This is a very basic problem in topological graph theory, that has received a
significant amount of attention, but is still poorly understood
algorithmically. The best currently known efficient algorithm produces drawings
with crossings on bounded-degree graphs, while only a
constant factor hardness of approximation is known. A closely related problem
is Minimum Edge Planarization, in which the goal is to remove a
minimum-cardinality subset of edges from G, such that the remaining graph is
planar. Our main technical result establishes the following connection between
the two problems: if we are given a solution of cost k to the Minimum Edge
Planarization problem on graph G, then we can efficiently find a drawing of G
with at most \poly(d)\cdot k\cdot (k+OPT) crossings, where is the maximum
degree in G. This result implies an O(n\cdot \poly(d)\cdot
\log^{3/2}n)-approximation for Minimum Crossing Number, as well as improved
algorithms for special cases of the problem, such as, for example, k-apex and
bounded-genus graphs
Tropicalizing the simplex algorithm
We develop a tropical analog of the simplex algorithm for linear programming.
In particular, we obtain a combinatorial algorithm to perform one tropical
pivoting step, including the computation of reduced costs, in O(n(m+n)) time,
where m is the number of constraints and n is the dimension.Comment: v1: 35 pages, 7 figures, 4 algorithms; v2: improved presentation, 39
pages, 9 figures, 4 algorithm
Connected component identification and cluster update on GPU
Cluster identification tasks occur in a multitude of contexts in physics and
engineering such as, for instance, cluster algorithms for simulating spin
models, percolation simulations, segmentation problems in image processing, or
network analysis. While it has been shown that graphics processing units (GPUs)
can result in speedups of two to three orders of magnitude as compared to
serial codes on CPUs for the case of local and thus naturally parallelized
problems such as single-spin flip update simulations of spin models, the
situation is considerably more complicated for the non-local problem of cluster
or connected component identification. I discuss the suitability of different
approaches of parallelization of cluster labeling and cluster update algorithms
for calculations on GPU and compare to the performance of serial
implementations.Comment: 15 pages, 14 figures, one table, submitted to PR
Moving Walkways, Escalators, and Elevators
We study a simple geometric model of transportation facility that consists of
two points between which the travel speed is high. This elementary definition
can model shuttle services, tunnels, bridges, teleportation devices, escalators
or moving walkways. The travel time between a pair of points is defined as a
time distance, in such a way that a customer uses the transportation facility
only if it is helpful.
We give algorithms for finding the optimal location of such a transportation
facility, where optimality is defined with respect to the maximum travel time
between two points in a given set.Comment: 16 pages. Presented at XII Encuentros de Geometria Computacional,
Valladolid, Spai
On k-Convex Polygons
We introduce a notion of -convexity and explore polygons in the plane that
have this property. Polygons which are \mbox{-convex} can be triangulated
with fast yet simple algorithms. However, recognizing them in general is a
3SUM-hard problem. We give a characterization of \mbox{-convex} polygons, a
particularly interesting class, and show how to recognize them in \mbox{} time. A description of their shape is given as well, which leads to
Erd\H{o}s-Szekeres type results regarding subconfigurations of their vertex
sets. Finally, we introduce the concept of generalized geometric permutations,
and show that their number can be exponential in the number of
\mbox{-convex} objects considered.Comment: 23 pages, 19 figure
Segment Visibility Counting Queries in Polygons
Let be a simple polygon with vertices, and let be a set of
points or line segments inside . We develop data structures that can
efficiently count the number of objects from that are visible to a query
point or a query segment. Our main aim is to obtain fast,
), query times, while using as little space as
possible. In case the query is a single point, a simple
visibility-polygon-based solution achieves query time using
space. In case also contains only points, we present a smaller,
-space, data structure based on a
hierarchical decomposition of the polygon. Building on these results, we tackle
the case where the query is a line segment and contains only points. The
main complication here is that the segment may intersect multiple regions of
the polygon decomposition, and that a point may see multiple such pieces.
Despite these issues, we show how to achieve query time
using only space. Finally, we show that we can
even handle the case where the objects in are segments with the same
bounds.Comment: 27 pages, 13 figure
Hierarchical structure-and-motion recovery from uncalibrated images
This paper addresses the structure-and-motion problem, that requires to find
camera motion and 3D struc- ture from point matches. A new pipeline, dubbed
Samantha, is presented, that departs from the prevailing sequential paradigm
and embraces instead a hierarchical approach. This method has several
advantages, like a provably lower computational complexity, which is necessary
to achieve true scalability, and better error containment, leading to more
stability and less drift. Moreover, a practical autocalibration procedure
allows to process images without ancillary information. Experiments with real
data assess the accuracy and the computational efficiency of the method.Comment: Accepted for publication in CVI
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