1,532 research outputs found

    Optimal Interleaving on Tori

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    We study t-interleaving on two-dimensional tori, which is defined by the property that any connected subgraph with t or fewer vertices in the torus is labelled by all distinct integers. It has applications in distributed data storage and burst error correction, and is closely related to Lee metric codes. We say that a torus can be perfectly t-interleaved if its t-interleaving number – the minimum number of distinct integers needed to t-interleave the torus – meets the spherepacking lower bound. We prove the necessary and sufficient conditions for tori that can be perfectly t-interleaved, and present efficient perfect t-interleaving constructions. The most important contribution of this paper is to prove that the t-interleaving numbers of tori large enough in both dimensions, which constitute by far the majority of all existing cases, is at most one more than the sphere-packing lower bound, and to present an optimal and efficient t-interleaving scheme for them. Then we prove some bounds on the t-interleaving numbers for other cases, completing a general picture for the t-interleaving problem on 2-dimensional tori

    Transitions in spatial networks

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    Networks embedded in space can display all sorts of transitions when their structure is modified. The nature of these transitions (and in some cases crossovers) can differ from the usual appearance of a giant component as observed for the Erdos-Renyi graph, and spatial networks display a large variety of behaviors. We will discuss here some (mostly recent) results about topological transitions, `localization' transitions seen in the shortest paths pattern, and also about the effect of congestion and fluctuations on the structure of optimal networks. The importance of spatial networks in real-world applications makes these transitions very relevant and this review is meant as a step towards a deeper understanding of the effect of space on network structures.Comment: Corrected version and updated list of reference

    Enumerative Real Algebraic Geometry

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    Enumerative Geometry is concerned with the number of solutions to a structured system of polynomial equations, when the structure comes from geometry. Enumerative real algebraic geometry studies real solutions to such systems, particularly a priori information on their number. Recent results in this area have, often as not, uncovered new and unexpected phenomena, and it is far from clear what to expect in general. Nevertheless, some themes are emerging. This comprehensive article describe the current state of knowledge, indicating these themes, and suggests lines of future research. In particular, it compares the state of knowledge in Enumerative Real Algebraic Geometry with what is known about real solutions to systems of sparse polynomials.Comment: Revised, corrected version. 40 pages, 18 color .eps figures. Expanded web-based version at http://www.math.umass.edu/~sottile/pages/ERAG/index.htm

    Analysis and Parameterization of Triangulated Surfaces

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    This dissertation deals with the analysis and parameterization of surfaces represented by triangle meshes, that is, piecewise linear surfaces which enable a simple representation of 3D models commonly used in mathematics and computer science. Providing equivalent and high-level representations of a 3D triangle mesh M is of basic importance for approaching different computational problems and applications in the research fields of Computational Geometry, Computer Graphics, Geometry Processing, and Shape Modeling. The aim of the thesis is to show how high-level representations of a given surface M can be used to find other high-level or equivalent descriptions of M and vice versa. Furthermore, this analysis is related to the study of local and global properties of triangle meshes depending on the information that we want to capture and needed by the application context. The local analysis of an arbitrary triangle mesh M is based on a multi-scale segmentation of M together with the induced local parameterization, where we replace the common hypothesis of decomposing M into a family of disc-like patches (i.e., 0-genus and one boundary component) with a feature-based segmentation of M into regions of 0-genus without constraining the number of boundary components of each patch. This choice and extension is motivated by the necessity of identifying surface patches with features, of reducing the parameterization distortion, and of better supporting standard applications of the parameterization such as remeshing or more generally surface approximation, texture mapping, and compression. The global analysis, characterization, and abstraction of M take into account its topological and geometric aspects represented by the combinatorial structure of M (i.e., the mesh connectivity) with the associated embedding in R^3. Duality and dual Laplacian smoothing are the first characterizations of M presented with the final aim of a better understanding of the relations between mesh connectivity and geometry, as discussed by several works in this research area, and extended in the thesis to the case of 3D parameterization. The global analysis of M has been also approached by defining a real function on M which induces a Reeb graph invariant with respect to affine transformations and best suited for applications such as shape matching and comparison. Morse theory and the Reeb graph were also used for supporting a new and simple method for solving the global parameterization problem, that is, the search of a cut graph of an arbitrary triangle mesh M. The main characteristics of the proposed approach with respect to previous work are its capability of defining a family of cut graphs, instead of just one cut, of bordered and closed surfaces which are treated with a unique approach. Furthermore, each cut graph is smooth and the way it is built is based on the cutting procedure of 0-genus surfaces that was used for the local parameterization of M. As discussed in the thesis, defining a family of cut graphs provides a great flexibility and effective simplifications of the analysis, modeling, and visualization of (time-depending) scalar and vector fields; in fact, the global parameterization of M enables to reduce th

    Physically Interacting With Four Dimensions

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    Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another. The research presented here creates physically realistic models for simple interactions with objects and materials in a virtual 4D world. We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object. Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings
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