15,885 research outputs found

    Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement

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    The typical goal of surface remeshing consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error {\delta}, minimal interior angle {\theta} and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound {\delta} as a hard constraint and the other two criteria as optimization goals. More specifically, we iteratively perform carefully prioritized local operators, whenever they do not violate the approximation error bound and improve the mesh otherwise. In this way our optimization framework greedily searches for the coarsest mesh with minimal interior angle above {\theta} and approximation error bounded by {\delta}. Fast runtime is enabled by a local approximation error estimation, while implicit feature preservation is obtained by specifically designed vertex relocation operators. Experiments show that our approach delivers high-quality meshes with implicitly preserved features and better balances between geometric fidelity, mesh complexity and element quality than the state-of-the-art.Comment: 14 pages, 20 figures. Submitted to IEEE Transactions on Visualization and Computer Graphic

    A Novel Framework for Online Amnesic Trajectory Compression in Resource-constrained Environments

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    State-of-the-art trajectory compression methods usually involve high space-time complexity or yield unsatisfactory compression rates, leading to rapid exhaustion of memory, computation, storage and energy resources. Their ability is commonly limited when operating in a resource-constrained environment especially when the data volume (even when compressed) far exceeds the storage limit. Hence we propose a novel online framework for error-bounded trajectory compression and ageing called the Amnesic Bounded Quadrant System (ABQS), whose core is the Bounded Quadrant System (BQS) algorithm family that includes a normal version (BQS), Fast version (FBQS), and a Progressive version (PBQS). ABQS intelligently manages a given storage and compresses the trajectories with different error tolerances subject to their ages. In the experiments, we conduct comprehensive evaluations for the BQS algorithm family and the ABQS framework. Using empirical GPS traces from flying foxes and cars, and synthetic data from simulation, we demonstrate the effectiveness of the standalone BQS algorithms in significantly reducing the time and space complexity of trajectory compression, while greatly improving the compression rates of the state-of-the-art algorithms (up to 45%). We also show that the operational time of the target resource-constrained hardware platform can be prolonged by up to 41%. We then verify that with ABQS, given data volumes that are far greater than storage space, ABQS is able to achieve 15 to 400 times smaller errors than the baselines. We also show that the algorithm is robust to extreme trajectory shapes.Comment: arXiv admin note: substantial text overlap with arXiv:1412.032

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    Graphical Models for Optimal Power Flow

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    Optimal power flow (OPF) is the central optimization problem in electric power grids. Although solved routinely in the course of power grid operations, it is known to be strongly NP-hard in general, and weakly NP-hard over tree networks. In this paper, we formulate the optimal power flow problem over tree networks as an inference problem over a tree-structured graphical model where the nodal variables are low-dimensional vectors. We adapt the standard dynamic programming algorithm for inference over a tree-structured graphical model to the OPF problem. Combining this with an interval discretization of the nodal variables, we develop an approximation algorithm for the OPF problem. Further, we use techniques from constraint programming (CP) to perform interval computations and adaptive bound propagation to obtain practically efficient algorithms. Compared to previous algorithms that solve OPF with optimality guarantees using convex relaxations, our approach is able to work for arbitrary distribution networks and handle mixed-integer optimization problems. Further, it can be implemented in a distributed message-passing fashion that is scalable and is suitable for "smart grid" applications like control of distributed energy resources. We evaluate our technique numerically on several benchmark networks and show that practical OPF problems can be solved effectively using this approach.Comment: To appear in Proceedings of the 22nd International Conference on Principles and Practice of Constraint Programming (CP 2016
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