2,637 research outputs found

    Constructions and Noise Threshold of Hyperbolic Surface Codes

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    We show how to obtain concrete constructions of homological quantum codes based on tilings of 2D surfaces with constant negative curvature (hyperbolic surfaces). This construction results in two-dimensional quantum codes whose tradeoff of encoding rate versus protection is more favorable than for the surface code. These surface codes would require variable length connections between qubits, as determined by the hyperbolic geometry. We provide numerical estimates of the value of the noise threshold and logical error probability of these codes against independent X or Z noise, assuming noise-free error correction

    Implementation of linear minimum area enclosing traingle algorithm

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    This article has been made available through the Brunel Open Access Publishing Fund.An algorithm which computes the minimum area triangle enclosing a convex polygon in linear time already exists in the literature. The paper describing the algorithm also proves that the provided solution is optimal and a lower complexity sequential algorithm cannot exist. However, only a high-level description of the algorithm was provided, making the implementation difficult to reproduce. The present note aims to contribute to the field by providing a detailed description of the algorithm which is easy to implement and reproduce, and a benchmark comprising 10,000 variable sized, randomly generated convex polygons for illustrating the linearity of the algorithm

    Distance-Sensitive Planar Point Location

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    Let S\mathcal{S} be a connected planar polygonal subdivision with nn edges that we want to preprocess for point-location queries, and where we are given the probability γi\gamma_i that the query point lies in a polygon PiP_i of S\mathcal{S}. We show how to preprocess S\mathcal{S} such that the query time for a point~pPip\in P_i depends on~γi\gamma_i and, in addition, on the distance from pp to the boundary of~PiP_i---the further away from the boundary, the faster the query. More precisely, we show that a point-location query can be answered in time O(min(logn,1+logarea(Pi)γiΔp2))O\left(\min \left(\log n, 1 + \log \frac{\mathrm{area}(P_i)}{\gamma_i \Delta_{p}^2}\right)\right), where Δp\Delta_{p} is the shortest Euclidean distance of the query point~pp to the boundary of PiP_i. Our structure uses O(n)O(n) space and O(nlogn)O(n \log n) preprocessing time. It is based on a decomposition of the regions of S\mathcal{S} into convex quadrilaterals and triangles with the following property: for any point pPip\in P_i, the quadrilateral or triangle containing~pp has area Ω(Δp2)\Omega(\Delta_{p}^2). For the special case where S\mathcal{S} is a subdivision of the unit square and γi=area(Pi)\gamma_i=\mathrm{area}(P_i), we present a simpler solution that achieves a query time of O(min(logn,log1Δp2))O\left(\min \left(\log n, \log \frac{1}{\Delta_{p}^2}\right)\right). The latter solution can be extended to convex subdivisions in three dimensions
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