4,221 research outputs found

    Multi-core computation of transfer matrices for strip lattices in the Potts model

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    The transfer-matrix technique is a convenient way for studying strip lattices in the Potts model since the compu- tational costs depend just on the periodic part of the lattice and not on the whole. However, even when the cost is reduced, the transfer-matrix technique is still an NP-hard problem since the time T(|V|, |E|) needed to compute the matrix grows ex- ponentially as a function of the graph width. In this work, we present a parallel transfer-matrix implementation that scales performance under multi-core architectures. The construction of the matrix is based on several repetitions of the deletion- contraction technique, allowing parallelism suitable to multi-core machines. Our experimental results show that the multi-core implementation achieves speedups of 3.7X with p = 4 processors and 5.7X with p = 8. The efficiency of the implementation lies between 60% and 95%, achieving the best balance of speedup and efficiency at p = 4 processors for actual multi-core architectures. The algorithm also takes advantage of the lattice symmetry, making the transfer matrix computation to run up to 2X faster than its non-symmetric counterpart and use up to a quarter of the original space

    Improvements on a simple muscle-based 3D face for realistic facial expressions

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    Facial expressions play an important role in face-to-face communication. With the development of personal computers capable of rendering high quality graphics, computer facial animation has produced more and more realistic facial expressions to enrich human-computer communication. In this paper, we present a simple muscle-based 3D face model that can produce realistic facial expressions in real time. We extend Waters' (1987) muscle model to generate bulges and wrinkles and to improve the combination of multiple muscle actions. In addition, we present techniques to reduce the computation burden on the muscle mode

    Partitioning Complex Networks via Size-constrained Clustering

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    The most commonly used method to tackle the graph partitioning problem in practice is the multilevel approach. During a coarsening phase, a multilevel graph partitioning algorithm reduces the graph size by iteratively contracting nodes and edges until the graph is small enough to be partitioned by some other algorithm. A partition of the input graph is then constructed by successively transferring the solution to the next finer graph and applying a local search algorithm to improve the current solution. In this paper, we describe a novel approach to partition graphs effectively especially if the networks have a highly irregular structure. More precisely, our algorithm provides graph coarsening by iteratively contracting size-constrained clusterings that are computed using a label propagation algorithm. The same algorithm that provides the size-constrained clusterings can also be used during uncoarsening as a fast and simple local search algorithm. Depending on the algorithm's configuration, we are able to compute partitions of very high quality outperforming all competitors, or partitions that are comparable to the best competitor in terms of quality, hMetis, while being nearly an order of magnitude faster on average. The fastest configuration partitions the largest graph available to us with 3.3 billion edges using a single machine in about ten minutes while cutting less than half of the edges than the fastest competitor, kMetis

    High-Quality Shared-Memory Graph Partitioning

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    Partitioning graphs into blocks of roughly equal size such that few edges run between blocks is a frequently needed operation in processing graphs. Recently, size, variety, and structural complexity of these networks has grown dramatically. Unfortunately, previous approaches to parallel graph partitioning have problems in this context since they often show a negative trade-off between speed and quality. We present an approach to multi-level shared-memory parallel graph partitioning that guarantees balanced solutions, shows high speed-ups for a variety of large graphs and yields very good quality independently of the number of cores used. For example, on 31 cores, our algorithm partitions our largest test instance into 16 blocks cutting less than half the number of edges than our main competitor when both algorithms are given the same amount of time. Important ingredients include parallel label propagation for both coarsening and improvement, parallel initial partitioning, a simple yet effective approach to parallel localized local search, and fast locality preserving hash tables

    Numerical Simulations of the Dark Universe: State of the Art and the Next Decade

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    We present a review of the current state of the art of cosmological dark matter simulations, with particular emphasis on the implications for dark matter detection efforts and studies of dark energy. This review is intended both for particle physicists, who may find the cosmological simulation literature opaque or confusing, and for astro-physicists, who may not be familiar with the role of simulations for observational and experimental probes of dark matter and dark energy. Our work is complementary to the contribution by M. Baldi in this issue, which focuses on the treatment of dark energy and cosmic acceleration in dedicated N-body simulations. Truly massive dark matter-only simulations are being conducted on national supercomputing centers, employing from several billion to over half a trillion particles to simulate the formation and evolution of cosmologically representative volumes (cosmic scale) or to zoom in on individual halos (cluster and galactic scale). These simulations cost millions of core-hours, require tens to hundreds of terabytes of memory, and use up to petabytes of disk storage. The field is quite internationally diverse, with top simulations having been run in China, France, Germany, Korea, Spain, and the USA. Predictions from such simulations touch on almost every aspect of dark matter and dark energy studies, and we give a comprehensive overview of this connection. We also discuss the limitations of the cold and collisionless DM-only approach, and describe in some detail efforts to include different particle physics as well as baryonic physics in cosmological galaxy formation simulations, including a discussion of recent results highlighting how the distribution of dark matter in halos may be altered. We end with an outlook for the next decade, presenting our view of how the field can be expected to progress. (abridged)Comment: 54 pages, 4 figures, 3 tables; invited contribution to the special issue "The next decade in Dark Matter and Dark Energy" of the new Open Access journal "Physics of the Dark Universe". Replaced with accepted versio

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes
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