515 research outputs found

    Practical simulation and estimation for Gibbs Delaunay-Voronoi tessellations with geometric hardcore interaction

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    General models of Gibbs Delaunay-Voronoi tessellations, which can be viewed as extensions of Ord's process, are considered. The interaction may occur on each cell of the tessellation and between neighbour cells. The tessellation may also be subjected to a geometric hardcore interaction, forcing the cells not to be too large, too small, or too flat. This setting, natural for applications, introduces some theoretical difficulties since the interaction is not necessarily hereditary. Mathematical results available for studying these models are reviewed and further outcomes are provided. They concern the existence, the simulation and the estimation of such tessellations. Based on these results, tools to handle these objects in practice are presented: how to simulate them, estimate their parameters and validate the fitted model. Some examples of simulated tessellations are studied in details

    HetHetNets: Heterogeneous Traffic Distribution in Heterogeneous Wireless Cellular Networks

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    A recent approach in modeling and analysis of the supply and demand in heterogeneous wireless cellular networks has been the use of two independent Poisson point processes (PPPs) for the locations of base stations (BSs) and user equipments (UEs). This popular approach has two major shortcomings. First, although the PPP model may be a fitting one for the BS locations, it is less adequate for the UE locations mainly due to the fact that the model is not adjustable (tunable) to represent the severity of the heterogeneity (non-uniformity) in the UE locations. Besides, the independence assumption between the two PPPs does not capture the often-observed correlation between the UE and BS locations. This paper presents a novel heterogeneous spatial traffic modeling which allows statistical adjustment. Simple and non-parameterized, yet sufficiently accurate, measures for capturing the traffic characteristics in space are introduced. Only two statistical parameters related to the UE distribution, namely, the coefficient of variation (the normalized second-moment), of an appropriately defined inter-UE distance measure, and correlation coefficient (the normalized cross-moment) between UE and BS locations, are adjusted to control the degree of heterogeneity and the bias towards the BS locations, respectively. This model is used in heterogeneous wireless cellular networks (HetNets) to demonstrate the impact of heterogeneous and BS-correlated traffic on the network performance. This network is called HetHetNet since it has two types of heterogeneity: heterogeneity in the infrastructure (supply), and heterogeneity in the spatial traffic distribution (demand).Comment: JSA

    From symmetry breaking to Poisson Point Process in 2D Voronoi Tessellations: the generic nature of hexagons

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    We bridge the properties of the regular triangular, square, and hexagonal honeycomb Voronoi tessellations of the plane to the Poisson-Voronoi case, thus analyzing in a common framework symmetry breaking processes and the approach to uniform random distributions of tessellation-generating points. We resort to ensemble simulations of tessellations generated by points whose regular positions are perturbed through a Gaussian noise, whose variance is given by the parameter α2 times the square of the inverse of the average density of points. We analyze the number of sides, the area, and the perimeter of the Voronoi cells. For all valuesα >0, hexagons constitute the most common class of cells, and 2-parameter gamma distributions provide an efficient description of the statistical properties of the analyzed geometrical characteristics. The introduction of noise destroys the triangular and square tessellations, which are structurally unstable, as their topological properties are discontinuous in α = 0. On the contrary, the honeycomb hexagonal tessellation is topologically stable and, experimentally, all Voronoi cells are hexagonal for small but finite noise withα <0.12. For all tessellations and for small values of α, we observe a linear dependence on α of the ensemble mean of the standard deviation of the area and perimeter of the cells. Already for a moderate amount of Gaussian noise (α >0.5), memory of the specific initial unperturbed state is lost, because the statistical properties of the three perturbed regular tessellations are indistinguishable. When α >2, results converge to those of Poisson-Voronoi tessellations. The geometrical properties of n-sided cells change with α until the Poisson- Voronoi limit is reached for α > 2; in this limit the Desch law for perimeters is shown to be not valid and a square root dependence on n is established. This law allows for an easy link to the Lewis law for areas and agrees with exact asymptotic results. Finally, for α >1, the ensemble mean of the cells area and perimeter restricted to the hexagonal cells agree remarkably well with the full ensemble mean; this reinforces the idea that hexagons, beyond their ubiquitous numerical prominence, can be interpreted as typical polygons in 2D Voronoi tessellations

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions
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