255 research outputs found

    Proximity problems on line segments spanned by points

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    AbstractFinding the closest or farthest line segment (line) from a point are fundamental proximity problems. Given a set S of n points in the plane and another point q, we present optimal O(nlogn) time, O(n) space algorithms for finding the closest and farthest line segments (lines) from q among those spanned by the points in S. We further show how to apply our techniques to find the minimum (maximum) area triangle with a vertex at q and the other two vertices in S∖{q} in optimal O(nlogn) time and O(n) space. Finally, we give an O(nlogn) time, O(n) space algorithm to find the kth closest line from q and show how to find the k closest lines from q in O(nlogn+k) time and O(n+k) space

    Dispersion of Mass and the Complexity of Randomized Geometric Algorithms

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    How much can randomness help computation? Motivated by this general question and by volume computation, one of the few instances where randomness provably helps, we analyze a notion of dispersion and connect it to asymptotic convex geometry. We obtain a nearly quadratic lower bound on the complexity of randomized volume algorithms for convex bodies in R^n (the current best algorithm has complexity roughly n^4, conjectured to be n^3). Our main tools, dispersion of random determinants and dispersion of the length of a random point from a convex body, are of independent interest and applicable more generally; in particular, the latter is closely related to the variance hypothesis from convex geometry. This geometric dispersion also leads to lower bounds for matrix problems and property testing.Comment: Full version of L. Rademacher, S. Vempala: Dispersion of Mass and the Complexity of Randomized Geometric Algorithms. Proc. 47th IEEE Annual Symp. on Found. of Comp. Sci. (2006). A version of it to appear in Advances in Mathematic

    Consistent Partial Matching of Shape Collections via Sparse Modeling

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    Recent efforts in the area of joint object matching approach the problem by taking as input a set of pairwise maps, which are then jointly optimized across the whole collection so that certain accuracy and consistency criteria are satisfied. One natural requirement is cycle-consistencynamely the fact that map composition should give the same result regardless of the path taken in the shape collection. In this paper, we introduce a novel approach to obtain consistent matches without requiring initial pairwise solutions to be given as input. We do so by optimizing a joint measure of metric distortion directly over the space of cycle-consistent maps; in order to allow for partially similar and extra-class shapes, we formulate the problem as a series of quadratic programs with sparsity-inducing constraints, making our technique a natural candidate for analysing collections with a large presence of outliers. The particular form of the problem allows us to leverage results and tools from the field of evolutionary game theory. This enables a highly efficient optimization procedure which assures accurate and provably consistent solutions in a matter of minutes in collections with hundreds of shapes
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