240 research outputs found
Splitting Polytopes
A split of a polytope is a (regular) subdivision with exactly two maximal
cells. It turns out that each weight function on the vertices of admits a
unique decomposition as a linear combination of weight functions corresponding
to the splits of (with a split prime remainder). This generalizes a result
of Bandelt and Dress [Adv. Math. 92 (1992)] on the decomposition of finite
metric spaces.
Introducing the concept of compatibility of splits gives rise to a finite
simplicial complex associated with any polytope , the split complex of .
Complete descriptions of the split complexes of all hypersimplices are
obtained. Moreover, it is shown that these complexes arise as subcomplexes of
the tropical (pre-)Grassmannians of Speyer and Sturmfels [Adv. Geom. 4 (2004)].Comment: 25 pages, 7 figures; minor corrections and change
Fiber polytopes for the projections between cyclic polytopes
The cyclic polytope is the convex hull of any points on the
moment curve in . For , we
consider the fiber polytope (in the sense of Billera and Sturmfels) associated
to the natural projection of cyclic polytopes which
"forgets" the last coordinates. It is known that this fiber polytope has
face lattice indexed by the coherent polytopal subdivisions of which
are induced by the map . Our main result characterizes the triples
for which the fiber polytope is canonical in either of the following
two senses:
- all polytopal subdivisions induced by are coherent,
- the structure of the fiber polytope does not depend upon the choice of
points on the moment curve.
We also discuss a new instance with a positive answer to the Generalized
Baues Problem, namely that of a projection where has only
regular subdivisions and has two more vertices than its dimension.Comment: 28 pages with 1 postscript figur
Fast and Accurate Visibility Preprocessing
Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible objects are efficiently culled to prevent their submission to the standard graphics pipeline. It is advantageous to preprocess scenes in order to determine invisible objects from all possible camera views. This information is typically saved to disk and may then be reused until the model geometry changes. Such preprocessing algorithms are therefore used for scenes that are primarily static.
Currently, the standard approach to visibility preprocessing algorithms is to use a form of approximate solution, known as conservative culling. Such algorithms over-estimate the set of visible polygons. This compromise has been considered necessary in order to perform visibility preprocessing quickly. These algorithms attempt to satisfy the goals of both rapid preprocessing and rapid run-time rendering.
We observe, however, that there is a need for algorithms with superior performance in preprocessing, as well as for algorithms that are more accurate. For most applications these features are not required simultaneously. In this thesis we present two novel visibility preprocessing algorithms, each of which is strongly biased toward one of these requirements.
The first algorithm has the advantage of performance. It executes quickly by exploiting graphics hardware. The algorithm also has the features of output sensitivity (to what is visible), and a logarithmic dependency in the size of the camera space partition. These advantages come at the cost of image error. We present a heuristic guided adaptive sampling methodology that minimises this error. We further show how this algorithm may be parallelised and also present a natural extension of the algorithm to five dimensions for accelerating generalised ray shooting.
The second algorithm has the advantage of accuracy. No over-estimation is performed, nor are any sacrifices made in terms of image quality. The cost is primarily that of time. Despite the relatively long computation, the algorithm is still tractable and on average scales slightly superlinearly with the input size. This algorithm also has the advantage of output sensitivity. This is the first known tractable exact solution to the general 3D from-region visibility problem.
In order to solve the exact from-region visibility problem, we had to first solve a more general form of the standard stabbing problem. An efficient solution to this problem is presented independently
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