937 research outputs found
Dense edge-disjoint embedding of binary trees in the mesh
We present an embedding of the complete binary tree with n leaves in the Vn x Vn mesh, for any n = 2exp(2m) where m is a positive integer. The embedding has the following properties: at most two tree nodes (one of which is a leaf) are mapped onto each mesh node, paths of the tree are mapped onto edge-disjoint paths in the mesh (each mesh edge considered as two anti-parallel directed edges) and the maximum distance from a leaf to the root of the tree is Vn + O (log n) mesh steps. This embedding facilitates efficient implementation of many P-RAM algorithms on the mesh, particularly those using the balanced binary tree technique. Such an embedding offers greater flexibility of use and improves the time complexity of these implementations by a constant factor compared with previously described embeddings
Aspects of practical implementations of PRAM algorithms
The PRAM is a shared memory model of parallel computation which abstracts away from inessential engineering details. It provides a very simple architecture independent model and provides a good programming environment. Theoreticians of the computer science community have proved that it is possible to emulate the theoretical PRAM model using current technology. Solutions have been found for effectively interconnecting processing elements, for routing data on these networks and for distributing the data among memory modules without hotspots. This thesis reviews this emulation and the possibilities it provides for large scale general purpose parallel computation. The emulation employs a bridging model which acts as an interface between the actual hardware and the PRAM model. We review the evidence that such a scheme crn achieve scalable parallel performance and portable parallel software and that PRAM algorithms can be optimally implemented on such practical models. In the course of this review we presented the following new results:
1. Concerning parallel approximation algorithms, we describe an NC algorithm for finding an approximation to a minimum weight perfect matching in a complete weighted graph. The algorithm is conceptually very simple and it is also the first NC-approximation algorithm for the task with a sub-linear performance ratio.
2. Concerning graph embedding, we describe dense edge-disjoint embeddings of the complete binary tree with n leaves in the following n-node communication networks: the hypercube, the de Bruijn and shuffle-exchange networks and the 2-dimcnsional mesh. In the embeddings the maximum distance from a leaf to the root of the tree is asymptotically optimally short. The embeddings facilitate efficient implementation of many PRAM algorithms on networks employing these graphs as interconnection networks.
3. Concerning bulk synchronous algorithmics, we describe scalable transportable algorithms for the following three commonly required types of computation; balanced tree computations. Fast Fourier Transforms and matrix multiplications
Treewidth, crushing, and hyperbolic volume
We prove that there exists a universal constant such that any closed
hyperbolic 3-manifold admits a triangulation of treewidth at most times its
volume. The converse is not true: we show there exists a sequence of hyperbolic
3-manifolds of bounded treewidth but volume approaching infinity. Along the
way, we prove that crushing a normal surface in a triangulation does not
increase the carving-width, and hence crushing any number of normal surfaces in
a triangulation affects treewidth by at most a constant multiple.Comment: 20 pages, 12 figures. V2: Section 4 has been rewritten, as the former
argument (in V1) used a construction that relied on a wrong theorem. Section
5.1 has also been adjusted to the new construction. Various other arguments
have been clarifie
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
Convex geodesic bicombings and hyperbolicity
A geodesic bicombing on a metric space selects for every pair of points a
geodesic connecting them. We prove existence and uniqueness results for
geodesic bicombings satisfying different convexity conditions. In combination
with recent work by the second author on injective hulls, this shows that every
word hyperbolic group acts geometrically on a proper, finite dimensional space
X with a unique (hence equivariant) convex geodesic bicombing of the strongest
type. Furthermore, the Gromov boundary of X is a Z-set in the closure of X, and
the latter is a metrizable absolute retract, in analogy with the Bestvina--Mess
theorem on the Rips complex.Comment: 22 page
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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