25,519 research outputs found

    Finding Non-overlapping Clusters for Generalized Inference Over Graphical Models

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    Graphical models use graphs to compactly capture stochastic dependencies amongst a collection of random variables. Inference over graphical models corresponds to finding marginal probability distributions given joint probability distributions. In general, this is computationally intractable, which has led to a quest for finding efficient approximate inference algorithms. We propose a framework for generalized inference over graphical models that can be used as a wrapper for improving the estimates of approximate inference algorithms. Instead of applying an inference algorithm to the original graph, we apply the inference algorithm to a block-graph, defined as a graph in which the nodes are non-overlapping clusters of nodes from the original graph. This results in marginal estimates of a cluster of nodes, which we further marginalize to get the marginal estimates of each node. Our proposed block-graph construction algorithm is simple, efficient, and motivated by the observation that approximate inference is more accurate on graphs with longer cycles. We present extensive numerical simulations that illustrate our block-graph framework with a variety of inference algorithms (e.g., those in the libDAI software package). These simulations show the improvements provided by our framework.Comment: Extended the previous version to include extensive numerical simulations. See http://www.ima.umn.edu/~dvats/GeneralizedInference.html for code and dat

    Connectivity Compression for Irregular Quadrilateral Meshes

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    Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads
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