1,819 research outputs found
Multi-Step Processing of Spatial Joins
Spatial joins are one of the most important operations for combining spatial objects of several relations. In this paper, spatial join processing is studied in detail for extended spatial objects in twodimensional data space. We present an approach for spatial join processing that is based on three steps. First, a spatial join is performed on the minimum bounding rectangles of the objects returning a set of candidates. Various approaches for accelerating this step of join processing have been examined at the last yearâs conference [BKS 93a]. In this paper, we focus on the problem how to compute the answers from the set of candidates which is handled by
the following two steps. First of all, sophisticated approximations
are used to identify answers as well as to filter out false hits from
the set of candidates. For this purpose, we investigate various types
of conservative and progressive approximations. In the last step, the
exact geometry of the remaining candidates has to be tested against
the join predicate. The time required for computing spatial join
predicates can essentially be reduced when objects are adequately
organized in main memory. In our approach, objects are first decomposed
into simple components which are exclusively organized
by a main-memory resident spatial data structure. Overall, we
present a complete approach of spatial join processing on complex
spatial objects. The performance of the individual steps of our approach
is evaluated with data sets from real cartographic applications.
The results show that our approach reduces the total execution
time of the spatial join by factors
Overall buckling of lightweight stiffened panels using an adapted orthotropic plate method
The ultimate longitudinal bending strength of thin plated steel structures such as box girder bridges and ship hulls can be determined using an incrementalâiterative procedure known as the Smith progressive collapse method. The Smith method first calculates the response of stiffened panel sub-structures in the girder and then integrates over the cross section of interest to calculate a momentâcurvature response curve. A suitable technique to determine the strength behaviour of stiffened panels within the Smith method is therefore of critical importance. A fundamental assumption of the established progressive collapse method is that the buckling and collapse behaviour of the compressed panels within the girder occurs between adjacent transverse frames. However, interframe buckling may not always be the dominant collapse mode, especially for lightweight stiffened panels such as are found in naval ships and aluminium high speed craft. In these cases overall failure modes, where the buckling mode extends over several frame spaces, may dominate the buckling and collapse response. To account for this possibility, an adaptation to large deflection orthotropic plate theory is presented. The adapted orthotropic method is able to calculate panel stressâstrain response curves accounting for both interframe and overall collapse. The method is validated with equivalent nonlinear finite element analyses for a range of regular stiffened panel geometries. It is shown how the adapted orthotropic method is implemented into an extended progressive collapse method, which enhances the capability for determining the ultimate strength of a lightweight stiffened box girder
Solving Bongard Problems with a Visual Language and Pragmatic Reasoning
More than 50 years ago Bongard introduced 100 visual concept learning
problems as a testbed for intelligent vision systems. These problems are now
known as Bongard problems. Although they are well known in the cognitive
science and AI communities only moderate progress has been made towards
building systems that can solve a substantial subset of them. In the system
presented here, visual features are extracted through image processing and then
translated into a symbolic visual vocabulary. We introduce a formal language
that allows representing complex visual concepts based on this vocabulary.
Using this language and Bayesian inference, complex visual concepts can be
induced from the examples that are provided in each Bongard problem. Contrary
to other concept learning problems the examples from which concepts are induced
are not random in Bongard problems, instead they are carefully chosen to
communicate the concept, hence requiring pragmatic reasoning. Taking pragmatic
reasoning into account we find good agreement between the concepts with high
posterior probability and the solutions formulated by Bongard himself. While
this approach is far from solving all Bongard problems, it solves the biggest
fraction yet
A Novel Framework for Online Amnesic Trajectory Compression in Resource-constrained Environments
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
Progressive Simplification of Polygonal Curves
Simplifying polygonal curves at different levels of detail is an important
problem with many applications. Existing geometric optimization algorithms are
only capable of minimizing the complexity of a simplified curve for a single
level of detail. We present an -time algorithm that takes a polygonal
curve of n vertices and produces a set of consistent simplifications for m
scales while minimizing the cumulative simplification complexity. This
algorithm is compatible with distance measures such as the Hausdorff, the
Fr\'echet and area-based distances, and enables simplification for continuous
scaling in time. To speed up this algorithm in practice, we present
new techniques for constructing and representing so-called shortcut graphs.
Experimental evaluation of these techniques on trajectory data reveals a
significant improvement of using shortcut graphs for progressive and
non-progressive curve simplification, both in terms of running time and memory
usage.Comment: 20 pages, 20 figure
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
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Opacity Light Fields: Interactive Rendering of Surface Light Fields with View-Dependent Opacity
We present new hardware-accelerated techniques for rendering surface light fields with opacity hulls that allow for interactive visualization of objects that have complex reflectance properties and elaborate geometrical details. The opacity hull is a shape enclosing the object with view-dependent opacity parameterized onto that shape. We call the combination of opacity hulls and surface light fields the opacity light field. Opacity light fields are ideally suited for rendering of the visually complex objects and scenes obtained with 3D photography. We show how to implement opacity light fields in the framework of three surface light field rendering methods: view-dependent texture mapping, unstructured lumigraph rendering, and light field mapping. The modified algorithms can be effectively supported on modern graphics hardware. Our results show that all three implementations are able to achieve interactive or real-time frame rates.Engineering and Applied Science
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