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Survey of partitioning techniques in silicon compilation
In the silicon compilation design process, partitioning is usually the first problem to be investigated because partitioning algorithms form the backbone of many algorithms including: system synthesis, processor synthesis, floorplanning, and placement. In this survey, several partitioning techniques will be examined. In addition, this paper will review the partitioning algorithms used by synthesis systems at different design levels
Pure down-conversion photons through sub-coherence length domain engineering
Photonic quantum technology relies on efficient sources of coherent single
photons, the ideal carriers of quantum information. Heralded single photons
from parametric down-conversion can approximate on-demand single photons to a
desired degree, with high spectral purities achieved through group-velocity
matching and tailored crystal nonlinearities.
Here we propose crystal nonlinearity engineering techniques with
sub-coherence-length domains. We first introduce a combination of two existing
methods: a deterministic approach with coherence-length domains and
probabilistic domain-width annealing. We then show how the same deterministic
domain-flip approach can be implemented with sub-coherence length domains. Both
of these complementary techniques create highly pure photons, outperforming
previous methods, in particular for short nonlinear crystals matched to
femtosecond lasers.Comment: 12 pages, 4 figures. Minor update to Fig.
Label Placement in Road Maps
A road map can be interpreted as a graph embedded in the plane, in which each
vertex corresponds to a road junction and each edge to a particular road
section. We consider the cartographic problem to place non-overlapping road
labels along the edges so that as many road sections as possible are identified
by their name, i.e., covered by a label. We show that this is NP-hard in
general, but the problem can be solved in polynomial time if the road map is an
embedded tree.Comment: extended version of a CIAC 2015 pape
Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible
We analyze the computational complexity of the many types of
pencil-and-paper-style puzzles featured in the 2016 puzzle video game The
Witness. In all puzzles, the goal is to draw a simple path in a rectangular
grid graph from a start vertex to a destination vertex. The different puzzle
types place different constraints on the path: preventing some edges from being
visited (broken edges); forcing some edges or vertices to be visited
(hexagons); forcing some cells to have certain numbers of incident path edges
(triangles); or forcing the regions formed by the path to be partially
monochromatic (squares), have exactly two special cells (stars), or be singly
covered by given shapes (polyominoes) and/or negatively counting shapes
(antipolyominoes). We show that any one of these clue types (except the first)
is enough to make path finding NP-complete ("witnesses exist but are hard to
find"), even for rectangular boards. Furthermore, we show that a final clue
type (antibody), which necessarily "cancels" the effect of another clue in the
same region, makes path finding -complete ("witnesses do not exist"),
even with a single antibody (combined with many anti/polyominoes), and the
problem gets no harder with many antibodies. On the positive side, we give a
polynomial-time algorithm for monomino clues, by reducing to hexagon clues on
the boundary of the puzzle, even in the presence of broken edges, and solving
"subset Hamiltonian path" for terminals on the boundary of an embedded planar
graph in polynomial time.Comment: 72 pages, 59 figures. Revised proof of Lemma 3.5. A short version of
this paper appeared at the 9th International Conference on Fun with
Algorithms (FUN 2018
FPGA-based module for SURF extraction
We present a complete hardware and software solution of an FPGA-based computer vision embedded module capable of carrying out SURF image features extraction algorithm. Aside from image analysis, the module embeds a Linux distribution that allows to run programs specifically tailored for particular applications. The module is based on a Virtex-5 FXT FPGA which features powerful configurable logic and an embedded PowerPC processor. We describe the module hardware as well as the custom FPGA image processing cores that implement the algorithm's most computationally expensive process, the interest point detection. The module's overall performance is evaluated and compared to CPU and GPU based solutions. Results show that the embedded module achieves comparable disctinctiveness to the SURF software implementation running in a standard CPU while being faster and consuming significantly less power and space. Thus, it allows to use the SURF algorithm in applications with power and spatial constraints, such as autonomous navigation of small mobile robots
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