10,675 research outputs found

    Poisson approximation of the length spectrum of random surfaces

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    Poisson approximation of the length spectrum of random surfaces

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    Multivariate Poisson approximation of the length spectrum of random surfaces is studied by means of the Chen-Stein method. This approach delivers simple and explicit error bounds in Poisson limit theorems. They are used to prove that Poisson approximation applies to curves of length up to order o(loglogg)o(\log\log g) with gg being the genus of the surface.Comment: 22 pages, 2 figures. To appear in Indiana Univ. Math.

    Probability around the Quantum Gravity. Part 1: Pure Planar Gravity

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    In this paper we study stochastic dynamics which leaves quantum gravity equilibrium distribution invariant. We start theoretical study of this dynamics (earlier it was only used for Monte-Carlo simulation). Main new results concern the existence and properties of local correlation functions in the thermodynamic limit. The study of dynamics constitutes a third part of the series of papers where more general class of processes were studied (but it is self-contained), those processes have some universal significance in probability and they cover most concrete processes, also they have many examples in computer science and biology. At the same time the paper can serve an introduction to quantum gravity for a probabilist: we give a rigorous exposition of quantum gravity in the planar pure gravity case. Mostly we use combinatorial techniques, instead of more popular in physics random matrix models, the central point is the famous α=7/2\alpha =-7/2 exponent.Comment: 40 pages, 11 figure

    The probabilistic nature of McShane's identity: planar tree coding of simple loops

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    In this article, we discuss a probabilistic interpretation of McShane's identity as describing a finite measure on the space of embedded paths though a point.Comment: 25 page

    AROMA: Automatic Generation of Radio Maps for Localization Systems

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    WLAN localization has become an active research field recently. Due to the wide WLAN deployment, WLAN localization provides ubiquitous coverage and adds to the value of the wireless network by providing the location of its users without using any additional hardware. However, WLAN localization systems usually require constructing a radio map, which is a major barrier of WLAN localization systems' deployment. The radio map stores information about the signal strength from different signal strength streams at selected locations in the site of interest. Typical construction of a radio map involves measurements and calibrations making it a tedious and time-consuming operation. In this paper, we present the AROMA system that automatically constructs accurate active and passive radio maps for both device-based and device-free WLAN localization systems. AROMA has three main goals: high accuracy, low computational requirements, and minimum user overhead. To achieve high accuracy, AROMA uses 3D ray tracing enhanced with the uniform theory of diffraction (UTD) to model the electric field behavior and the human shadowing effect. AROMA also automates a number of routine tasks, such as importing building models and automatic sampling of the area of interest, to reduce the user's overhead. Finally, AROMA uses a number of optimization techniques to reduce the computational requirements. We present our system architecture and describe the details of its different components that allow AROMA to achieve its goals. We evaluate AROMA in two different testbeds. Our experiments show that the predicted signal strength differs from the measurements by a maximum average absolute error of 3.18 dBm achieving a maximum localization error of 2.44m for both the device-based and device-free cases.Comment: 14 pages, 17 figure

    Fast Back-Projection for Non-Line of Sight Reconstruction

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    Recent works have demonstrated non-line of sight (NLOS) reconstruction by using the time-resolved signal frommultiply scattered light. These works combine ultrafast imaging systems with computation, which back-projects the recorded space-time signal to build a probabilistic map of the hidden geometry. Unfortunately, this computation is slow, becoming a bottleneck as the imaging technology improves. In this work, we propose a new back-projection technique for NLOS reconstruction, which is up to a thousand times faster than previous work, with almost no quality loss. We base on the observation that the hidden geometry probability map can be built as the intersection of the three-bounce space-time manifolds defined by the light illuminating the hidden geometry and the visible point receiving the scattered light from such hidden geometry. This allows us to pose the reconstruction of the hidden geometry as the voxelization of these space-time manifolds, which has lower theoretic complexity and is easily implementable in the GPU. We demonstrate the efficiency and quality of our technique compared against previous methods in both captured and synthetic dat

    SurfelMeshing: Online Surfel-Based Mesh Reconstruction

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    We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera and poses provided externally (e.g., by a SLAM system). In contrast to most existing approaches, we do not fuse depth measurements in a volume but in a dense surfel cloud. We asynchronously (re)triangulate the smoothed surfels to reconstruct a surface mesh. This novel approach enables to maintain a dense surface representation of the scene during SLAM which can quickly adapt to loop closures. This is possible by deforming the surfel cloud and asynchronously remeshing the surface where necessary. The surfel-based representation also naturally supports strongly varying scan resolution. In particular, it reconstructs colors at the input camera's resolution. Moreover, in contrast to many volumetric approaches, ours can reconstruct thin objects since objects do not need to enclose a volume. We demonstrate our approach in a number of experiments, showing that it produces reconstructions that are competitive with the state-of-the-art, and we discuss its advantages and limitations. The algorithm (excluding loop closure functionality) is available as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine Intelligenc
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