15,819 research outputs found

    Monitoring land use changes using geo-information : possibilities, methods and adapted techniques

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    Monitoring land use with geographical databases is widely used in decision-making. This report presents the possibilities, methods and adapted techniques using geo-information in monitoring land use changes. The municipality of Soest was chosen as study area and three national land use databases, viz. Top10Vector, CBS land use statistics and LGN, were used. The restrictions of geo-information for monitoring land use changes are indicated. New methods and adapted techniques improve the monitoring result considerably. Providers of geo-information, however, should coordinate on update frequencies, semantic content and spatial resolution to allow better possibilities of monitoring land use by combining data sets

    Creating Simplified 3D Models with High Quality Textures

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    This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-time feedback of the currently scanned 3D model. Experimental results show that the proposed method is capable of keeping the model texture quality even for a heavily decimated model and that, when reconstructing small objects, photorealistic RGB textures can still be reconstructed.Comment: 2015 International Conference on Digital Image Computing: Techniques and Applications (DICTA), Page 1 -

    L-Shape based Layout Fracturing for E-Beam Lithography

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    Layout fracturing is a fundamental step in mask data preparation and e-beam lithography (EBL) writing. To increase EBL throughput, recently a new L-shape writing strategy is proposed, which calls for new L-shape fracturing, versus the conventional rectangular fracturing. Meanwhile, during layout fracturing, one must minimize very small/narrow features, also called slivers, due to manufacturability concern. This paper addresses this new research problem of how to perform L-shaped fracturing with sliver minimization. We propose two novel algorithms. The first one, rectangular merging (RM), starts from a set of rectangular fractures and merges them optimally to form L-shape fracturing. The second algorithm, direct L-shape fracturing (DLF), directly and effectively fractures the input layouts into L-shapes with sliver minimization. The experimental results show that our algorithms are very effective

    Shortest Path in a Polygon using Sublinear Space

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    \renewcommand{\Re}{{\rm I\!\hspace{-0.025em} R}} \newcommand{\SetX}{\mathsf{X}} \newcommand{\VorX}[1]{\mathcal{V} \pth{#1}} \newcommand{\Polygon}{\mathsf{P}} \newcommand{\Space}{\overline{\mathsf{m}}} \newcommand{\pth}[2][\!]{#1\left({#2}\right)} We resolve an open problem due to Tetsuo Asano, showing how to compute the shortest path in a polygon, given in a read only memory, using sublinear space and subquadratic time. Specifically, given a simple polygon \Polygon with nn vertices in a read only memory, and additional working memory of size \Space, the new algorithm computes the shortest path (in \Polygon) in O( n^2 /\, \Space ) expected time. This requires several new tools, which we believe to be of independent interest

    OpenACC Based GPU Parallelization of Plane Sweep Algorithm for Geometric Intersection

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    Line segment intersection is one of the elementary operations in computational geometry. Complex problems in Geographic Information Systems (GIS) like finding map overlays or spatial joins using polygonal data require solving segment intersections. Plane sweep paradigm is used for finding geometric intersection in an efficient manner. However, it is difficult to parallelize due to its in-order processing of spatial events. We present a new fine-grained parallel algorithm for geometric intersection and its CPU and GPU implementation using OpenMP and OpenACC. To the best of our knowledge, this is the first work demonstrating an effective parallelization of plane sweep on GPUs. We chose compiler directive based approach for implementation because of its simplicity to parallelize sequential code. Using Nvidia Tesla P100 GPU, our implementation achieves around 40X speedup for line segment intersection problem on 40K and 80K data sets compared to sequential CGAL library

    On the Geometric Interpretation of the Nonnegative Rank

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    The nonnegative rank of a nonnegative matrix is the minimum number of nonnegative rank-one factors needed to reconstruct it exactly. The problem of determining this rank and computing the corresponding nonnegative factors is difficult; however it has many potential applications, e.g., in data mining, graph theory and computational geometry. In particular, it can be used to characterize the minimal size of any extended reformulation of a given combinatorial optimization program. In this paper, we introduce and study a related quantity, called the restricted nonnegative rank. We show that computing this quantity is equivalent to a problem in polyhedral combinatorics, and fully characterize its computational complexity. This in turn sheds new light on the nonnegative rank problem, and in particular allows us to provide new improved lower bounds based on its geometric interpretation. We apply these results to slack matrices and linear Euclidean distance matrices and obtain counter-examples to two conjectures of Beasly and Laffey, namely we show that the nonnegative rank of linear Euclidean distance matrices is not necessarily equal to their dimension, and that the rank of a matrix is not always greater than the nonnegative rank of its square
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