6,400 research outputs found

    On Graph Crossing Number and Edge Planarization

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    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 O(log2n)(n+OPT)O(\log^2 n)(n + OPT) 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 dd 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

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    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

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    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

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    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

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    We introduce a notion of kk-convexity and explore polygons in the plane that have this property. Polygons which are \mbox{kk-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{22-convex} polygons, a particularly interesting class, and show how to recognize them in \mbox{O(nlogn)O(n \log n)} 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{22-convex} objects considered.Comment: 23 pages, 19 figure

    Segment Visibility Counting Queries in Polygons

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    Let PP be a simple polygon with nn vertices, and let AA be a set of mm points or line segments inside PP. We develop data structures that can efficiently count the number of objects from AA that are visible to a query point or a query segment. Our main aim is to obtain fast, O(polylognmO(\mathop{\textrm{polylog}} nm), query times, while using as little space as possible. In case the query is a single point, a simple visibility-polygon-based solution achieves O(lognm)O(\log nm) query time using O(nm2)O(nm^2) space. In case AA also contains only points, we present a smaller, O(n+m2+εlogn)O(n + m^{2 + \varepsilon}\log n)-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 AA 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 O(lognlognm)O(\log n\log nm) query time using only O(nm2+ε+n2)O(nm^{2 + \varepsilon} + n^2) space. Finally, we show that we can even handle the case where the objects in AA are segments with the same bounds.Comment: 27 pages, 13 figure

    Hierarchical structure-and-motion recovery from uncalibrated images

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    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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