39,671 research outputs found

    Propagators and Violation Functions for Geometric and Workload Constraints Arising in Airspace Sectorisation

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    Airspace sectorisation provides a partition of a given airspace into sectors, subject to geometric constraints and workload constraints, so that some cost metric is minimised. We make a study of the constraints that arise in airspace sectorisation. For each constraint, we give an analysis of what algorithms and properties are required under systematic search and stochastic local search

    Higher-order Projected Power Iterations for Scalable Multi-Matching

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    The matching of multiple objects (e.g. shapes or images) is a fundamental problem in vision and graphics. In order to robustly handle ambiguities, noise and repetitive patterns in challenging real-world settings, it is essential to take geometric consistency between points into account. Computationally, the multi-matching problem is difficult. It can be phrased as simultaneously solving multiple (NP-hard) quadratic assignment problems (QAPs) that are coupled via cycle-consistency constraints. The main limitations of existing multi-matching methods are that they either ignore geometric consistency and thus have limited robustness, or they are restricted to small-scale problems due to their (relatively) high computational cost. We address these shortcomings by introducing a Higher-order Projected Power Iteration method, which is (i) efficient and scales to tens of thousands of points, (ii) straightforward to implement, (iii) able to incorporate geometric consistency, (iv) guarantees cycle-consistent multi-matchings, and (iv) comes with theoretical convergence guarantees. Experimentally we show that our approach is superior to existing methods

    Performance of algebraic multigrid methods for non-symmetric matrices arising in particle methods

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    Large linear systems with sparse, non-symmetric matrices arise in the modeling of Markov chains or in the discretization of convection-diffusion problems. Due to their potential to solve sparse linear systems with an effort that is linear in the number of unknowns, algebraic multigrid (AMG) methods are of fundamental interest for such systems. For symmetric positive definite matrices, fundamental theoretical convergence results are established, and efficient AMG solvers have been developed. In contrast, for non-symmetric matrices, theoretical convergence results have been provided only recently. A property that is sufficient for convergence is that the matrix be an M-matrix. In this paper, we present how the simulation of incompressible fluid flows with particle methods leads to large linear systems with sparse, non-symmetric matrices. In each time step, the Poisson equation is approximated by meshfree finite differences. While traditional least squares approaches do not guarantee an M-matrix structure, an approach based on linear optimization yields optimally sparse M-matrices. For both types of discretization approaches, we investigate the performance of a classical AMG method, as well as an AMLI type method. While in the considered test problems, the M-matrix structure turns out not to be necessary for the convergence of AMG, problems can occur when it is violated. In addition, the matrices obtained by the linear optimization approach result in fast solution times due to their optimal sparsity.Comment: 16 pages, 7 figure

    Efficient Deformable Shape Correspondence via Kernel Matching

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    We present a method to match three dimensional shapes under non-isometric deformations, topology changes and partiality. We formulate the problem as matching between a set of pair-wise and point-wise descriptors, imposing a continuity prior on the mapping, and propose a projected descent optimization procedure inspired by difference of convex functions (DC) programming. Surprisingly, in spite of the highly non-convex nature of the resulting quadratic assignment problem, our method converges to a semantically meaningful and continuous mapping in most of our experiments, and scales well. We provide preliminary theoretical analysis and several interpretations of the method.Comment: Accepted for oral presentation at 3DV 2017, including supplementary materia

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
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