1,947 research outputs found

    Memory-Adjustable Navigation Piles with Applications to Sorting and Convex Hulls

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    We consider space-bounded computations on a random-access machine (RAM) where the input is given on a read-only random-access medium, the output is to be produced to a write-only sequential-access medium, and the available workspace allows random reads and writes but is of limited capacity. The length of the input is NN elements, the length of the output is limited by the computation, and the capacity of the workspace is O(S)O(S) bits for some predetermined parameter SS. We present a state-of-the-art priority queue---called an adjustable navigation pile---for this restricted RAM model. Under some reasonable assumptions, our priority queue supports minimum\mathit{minimum} and insert\mathit{insert} in O(1)O(1) worst-case time and extract\mathit{extract} in O(N/S+lgā”S)O(N/S + \lg{} S) worst-case time for any Sā‰„lgā”NS \geq \lg{} N. We show how to use this data structure to sort NN elements and to compute the convex hull of NN points in the two-dimensional Euclidean space in O(N2/S+Nlgā”S)O(N^2/S + N \lg{} S) worst-case time for any Sā‰„lgā”NS \geq \lg{} N. Following a known lower bound for the space-time product of any branching program for finding unique elements, both our sorting and convex-hull algorithms are optimal. The adjustable navigation pile has turned out to be useful when designing other space-efficient algorithms, and we expect that it will find its way to yet other applications.Comment: 21 page

    Data-Oblivious Graph Algorithms in Outsourced External Memory

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    Motivated by privacy preservation for outsourced data, data-oblivious external memory is a computational framework where a client performs computations on data stored at a semi-trusted server in a way that does not reveal her data to the server. This approach facilitates collaboration and reliability over traditional frameworks, and it provides privacy protection, even though the server has full access to the data and he can monitor how it is accessed by the client. The challenge is that even if data is encrypted, the server can learn information based on the client data access pattern; hence, access patterns must also be obfuscated. We investigate privacy-preserving algorithms for outsourced external memory that are based on the use of data-oblivious algorithms, that is, algorithms where each possible sequence of data accesses is independent of the data values. We give new efficient data-oblivious algorithms in the outsourced external memory model for a number of fundamental graph problems. Our results include new data-oblivious external-memory methods for constructing minimum spanning trees, performing various traversals on rooted trees, answering least common ancestor queries on trees, computing biconnected components, and forming open ear decompositions. None of our algorithms make use of constant-time random oracles.Comment: 20 page

    New Algorithms and Lower Bounds for Sequential-Access Data Compression

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    This thesis concerns sequential-access data compression, i.e., by algorithms that read the input one or more times from beginning to end. In one chapter we consider adaptive prefix coding, for which we must read the input character by character, outputting each character's self-delimiting codeword before reading the next one. We show how to encode and decode each character in constant worst-case time while producing an encoding whose length is worst-case optimal. In another chapter we consider one-pass compression with memory bounded in terms of the alphabet size and context length, and prove a nearly tight tradeoff between the amount of memory we can use and the quality of the compression we can achieve. In a third chapter we consider compression in the read/write streams model, which allows us passes and memory both polylogarithmic in the size of the input. We first show how to achieve universal compression using only one pass over one stream. We then show that one stream is not sufficient for achieving good grammar-based compression. Finally, we show that two streams are necessary and sufficient for achieving entropy-only bounds.Comment: draft of PhD thesi

    POPE: Partial Order Preserving Encoding

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    Recently there has been much interest in performing search queries over encrypted data to enable functionality while protecting sensitive data. One particularly efficient mechanism for executing such queries is order-preserving encryption/encoding (OPE) which results in ciphertexts that preserve the relative order of the underlying plaintexts thus allowing range and comparison queries to be performed directly on ciphertexts. In this paper, we propose an alternative approach to range queries over encrypted data that is optimized to support insert-heavy workloads as are common in "big data" applications while still maintaining search functionality and achieving stronger security. Specifically, we propose a new primitive called partial order preserving encoding (POPE) that achieves ideal OPE security with frequency hiding and also leaves a sizable fraction of the data pairwise incomparable. Using only O(1) persistent and O(nĻµ)O(n^\epsilon) non-persistent client storage for 0<Ļµ<10<\epsilon<1, our POPE scheme provides extremely fast batch insertion consisting of a single round, and efficient search with O(1) amortized cost for up to O(n1āˆ’Ļµ)O(n^{1-\epsilon}) search queries. This improved security and performance makes our scheme better suited for today's insert-heavy databases.Comment: Appears in ACM CCS 2016 Proceeding

    Parallel Algorithms for Geometric Graph Problems

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    We give algorithms for geometric graph problems in the modern parallel models inspired by MapReduce. For example, for the Minimum Spanning Tree (MST) problem over a set of points in the two-dimensional space, our algorithm computes a (1+Ļµ)(1+\epsilon)-approximate MST. Our algorithms work in a constant number of rounds of communication, while using total space and communication proportional to the size of the data (linear space and near linear time algorithms). In contrast, for general graphs, achieving the same result for MST (or even connectivity) remains a challenging open problem, despite drawing significant attention in recent years. We develop a general algorithmic framework that, besides MST, also applies to Earth-Mover Distance (EMD) and the transportation cost problem. Our algorithmic framework has implications beyond the MapReduce model. For example it yields a new algorithm for computing EMD cost in the plane in near-linear time, n1+oĻµ(1)n^{1+o_\epsilon(1)}. We note that while recently Sharathkumar and Agarwal developed a near-linear time algorithm for (1+Ļµ)(1+\epsilon)-approximating EMD, our algorithm is fundamentally different, and, for example, also solves the transportation (cost) problem, raised as an open question in their work. Furthermore, our algorithm immediately gives a (1+Ļµ)(1+\epsilon)-approximation algorithm with nĪ“n^{\delta} space in the streaming-with-sorting model with 1/Ī“O(1)1/\delta^{O(1)} passes. As such, it is tempting to conjecture that the parallel models may also constitute a concrete playground in the quest for efficient algorithms for EMD (and other similar problems) in the vanilla streaming model, a well-known open problem

    Hardware Accelerators for Animated Ray Tracing

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    Future graphics processors are likely to incorporate hardware accelerators for real-time ray tracing, in order to render increasingly complex lighting effects in interactive applications. However, ray tracing poses difficulties when drawing scenes with dynamic content, such as animated characters and objects. In dynamic scenes, the spatial datastructures used to accelerate ray tracing are invalidated on each animation frame, and need to be rapidly updated. Tree update is a complex subtask in its own right, and becomes highly expensive in complex scenes. Both ray tracing and tree update are highly memory-intensive tasks, and rendering systems are increasingly bandwidth-limited, so research on accelerator hardware has focused on architectural techniques to optimize away off-chip memory traffic. Dynamic scene support is further complicated by the recent introduction of compressed trees, which use low-precision numbers for storage and computation. Such compression reduces both the arithmetic and memory bandwidth cost of ray tracing, but adds to the complexity of tree update.This thesis proposes methods to cope with dynamic scenes in hardware-accelerated ray tracing, with focus on reducing traffic to external memory. Firstly, a hardware architecture is designed for linear bounding volume hierarchy construction, an algorithm which is a basic building block in most state-of-the-art software tree builders. The algorithm is rearranged into a streaming form which reduces traffic to one-third of software implementations of the same algorithm. Secondly, an algorithm is proposed for compressing bounding volume hierarchies in a streaming manner as they are output from a hardware builder, instead of performing compression as a postprocessing pass. As a result, with the proposed method, compression reduces the overall cost of tree update rather than increasing it. The last main contribution of this thesis is an evaluation of shallow bounding volume hierarchies, common in software ray tracing, for use in hardware pipelines. These are found to be more energy-efficient than binary hierarchies. The results in this thesis both conļ¬rm that dynamic scene support may become a bottleneck in real time ray tracing, and add to the state of the art on tree update in terms of energy-efficiency, as well as the complexity of scenes that can be handled in real time on resource-constrained platforms
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