228 research outputs found

    An O(n^{5/2} log n) Algorithm for the Rectilinear Minimum Link-Distance Problem in Three Dimensions (Extended Abstract)

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    In this paper we consider the Rectilinear Minimum Link-Distance Problem in Three Dimensions. The problem is well studied in two dimensions, but is relatively unexplored in higher dimensions. We solve the problem in O(B n log n) time, where n is the number of corners among all obstacles, and B is the size of a BSP decomposition of the space containing the obstacles. It has been shown that in the worst case B = Theta(n^{3/2}), giving us an overall worst case time of O(n^{5/2} log n). Previously known algorithms have had worst-case running times of Omega(n^3)

    Simplex Control Methods for Robust Convergence of Small Unmanned Aircraft Flight Trajectories in the Constrained Urban Environment

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    Constrained optimal control problems for Small Unmanned Aircraft Systems (SUAS) have long suffered from excessive computation times caused by a combination of constraint modeling techniques, the quality of the initial path solution provided to the optimal control solver, and improperly defining the bounds on system state variables, ultimately preventing implementation into real-time, on-board systems. In this research, a new hybrid approach is examined for real-time path planning of SUAS. During autonomous flight, a SUAS is tasked to traverse from one target region to a second target region while avoiding hard constraints consisting of building structures of an urban environment. Feasible path solutions are determined through highly constrained spaces, investigating narrow corridors, visiting multiple waypoints, and minimizing incursions to keep-out regions. These issues are addressed herein with a new approach by triangulating the search space in two-dimensions, or using a tetrahedron discretization in three-dimensions to define a polygonal search corridor free of constraints while alleviating the dependency of problem specific parameters by translating the problem to barycentric coordinates. Within this connected simplex construct, trajectories are solved using direct orthogonal collocation methods while leveraging navigation mesh techniques developed for fast geometric path planning solutions. To illustrate two-dimensional flight trajectories, sample results are applied to flight through downtown Chicago at an altitude of 600 feet above ground level. The three-dimensional problem is examined for feasibility by applying the methodology to a small scale problem. Computation and objective times are reported to illustrate the design implications for real-time optimal control systems, with results showing 86% reduction in computation time over traditional methods

    Abstracts for the twentyfirst European workshop on Computational geometry, Technische Universiteit Eindhoven, The Netherlands, March 9-11, 2005

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    This volume contains abstracts of the papers presented at the 21st European Workshop on Computational Geometry, held at TU Eindhoven (the Netherlands) on March 9–11, 2005. There were 53 papers presented at the Workshop, covering a wide range of topics. This record number shows that the field of computational geometry is very much alive in Europe. We wish to thank all the authors who submitted papers and presented their work at the workshop. We believe that this has lead to a collection of very interesting abstracts that are both enjoyable and informative for the reader. Finally, we are grateful to TU Eindhoven for their support in organizing the workshop and to the Netherlands Organisation for Scientific Research (NWO) for sponsoring the workshop

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Large bichromatic point sets admit empty monochromatic 4-gons

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    We consider a variation of a problem stated by Erd˝os and Szekeres in 1935 about the existence of a number fES(k) such that any set S of at least fES(k) points in general position in the plane has a subset of k points that are the vertices of a convex k-gon. In our setting the points of S are colored, and we say that a (not necessarily convex) spanned polygon is monochromatic if all its vertices have the same color. Moreover, a polygon is called empty if it does not contain any points of S in its interior. We show that any bichromatic set of n ≥ 5044 points in R2 in general position determines at least one empty, monochromatic quadrilateral (and thus linearly many).Postprint (published version

    Structures and Algorithms for Peer-to-Peer Cooperation

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    Peer-to-peer overlay networks are distributed systems, without any hierarchical organization or centralized control. Peers form self-organizing overlay networks that are on top of the Internet. Both parts of this thesis deal with peer-to-peer overlay networks, the first part with unstructured ones used to build a large scale Networked Virtual Environment. The second part gives insights on how the users of a real life structured peer-to-peer network behave, and how well the proposed algorithms for publishing and retrieving data work. Moreover we analyze the security (holes) in such a system. Networked virtual environments (NVEs), also known as distributed virtual environments, are computer-generated, synthetic worlds that allow simultaneous interactions of multiple participants. Many efforts have been made to allow people to interact in realistic virtual environments, resulting in the recent boom of Massively Multiplayer Online Games. In the first part of the thesis, we present a complete study of an augmented Delaunay-based overlay for peer-to-peer shared virtual worlds. We design an overlay network matching the Delaunay triangulation of the participating peers in a generalized d-dimensional space. Especially, we describe the self-organizing algorithms for peer insertion and deletion. To reduce the delay penalty of overlay routing, we propose to augment each node of the Delaunay-based overlay with a limited number of carefully selected shortcut links creating a small-world. We show that a small number of shortcuts is sufficient to significantly decrease the delay of routing in the space. We present a distributed algorithm for the clustering of peers. The algorithm is dynamic in the sense that whenever a peer joins or leaves the NVE, the clustering will be adapted if necessary by either splitting a cluster or merging clusters. The main idea of the algorithm is to classify links between adjacent peers into short intracluster and long inter-cluster links. In a structured system, the neighbor relationship between peers and data locations is strictly defined. Searching in such systems is therefore determined by the particular network architecture. Among the strictly structured systems, some implement a distributed hash table (DHT) using different data structures. DHTs have been actively studied in the literature and many different proposals have been made on how to organize peers in a DHT. However, very few DHTs have been implemented in real systems and deployed on a large scale. One exception is KAD, a DHT based on Kademlia, which is part of eDonkey, a peer-to-peer file sharing system with several million simultaneous users. In the second part of this thesis we give a detailed background on KAD, the organization of the peers, the search and the publish operations, and we describe our measurement methodology. We have been crawling KAD continuously for more than a year. We obtained information about geographical distribution of peers, session times, peer availability, and peer lifetime. We found that session times are Weibull distributed and show how this information can be exploited to make the publishing mechanism much more efficient. As we have been studying KAD over the course of the last two years we have been both, fascinated and frightened by the possibilities KAD offers. We show that mounting a Sybil attack is very easy in KAD and allows to compromise the privacy of KAD users, to compromise the correct operation of the key lookup and to mount distributed denial-of-service attacks with very little resources

    Constrained Shortest Paths in Terrains and Graphs

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    Finding a shortest path is one of the most well-studied optimization problems. In this thesis we focus on shortest paths in geometric and graph theoretic settings subject to different feasibility constraints that arise in practical applications of such paths. One of the most fundamental problems in computational geometry is finding shortest paths in terrains, which has many applications in robotics, computer graphics and Geographic Information Systems (GISs). There are many variants of the problem in which the feasibility of a path is determined by some geometric property of the terrain. One such variant is the shortest descending path (SDP) problem, where the feasible paths are those that always go downhill. We need to compute an SDP, for example, for laying a canal of minimum length from the source of water at the top of a mountain to fields for irrigation purpose, and for skiing down a mountain along a shortest route. The complexity of finding SDPs is open. We give a full characterization of the bend angles of an SDP, showing that they follow a generalized form of Snell's law of refraction of light. We also reduce the SDP problem to the problem of finding an SDP through a given sequence of faces, by adapting the sequence tree approach of Chen and Han for our problem. Our results have two implications. First, we isolate the difficult aspect of SDPs. The difficulty is not in deciding which face sequence to use, but in finding the SDP through a given face sequence. Secondly, our results help us identify some classes of terrains for which the SDP problem is solvable in polynomial time. We give algorithms for two such classes. The difficulty of finding an exact SDP motivates the study of approximation algorithms for the problem. We devise two approximation algorithms for SDPs in general terrains---these are the first two algorithms to handle the SDP problem in such terrains. The algorithms are robust and easy-to-implement. We also give two approximation algorithms for the case when a face sequence is given. The first one solves the problem by formulating it as a convex optimization problem. The second one uses binary search together with our characterization of the bend angles of an SDP to locate an approximate path. We introduce a generalization of the SDP problem, called the shortest gently descending path (SGDP) problem, where a path descends but not too steeply. The additional constraint to disallow a very steep descent makes the paths more realistic in practice. For example, a vehicle cannot follow a too steep descent---this is why a mountain road has hairpin bends. We give two easy-to-implement approximation algorithms for SGDPs, both using the Steiner point approach. Between a pair of points there can be many SGDPs with different number of bends. In practice an SGDP with fewer bends or smaller total turn-angle is preferred. We show using a reduction from 3-SAT that finding an SGDP with a limited number of bends or a limited total turn-angle is hard. The hardness result applies to a generalization of the SGDP problem called the shortest anisotropic path problem, which is a well-studied computational geometry problem with many practical applications (e.g., robot motion planning), yet of unknown complexity. Besides geometric shortest paths, we also study a variant of the shortest path problem in graphs: given a weighted graph G and vertices s and t, and given a set X of forbidden paths in G, find a shortest s-t path P such that no path in X is a subpath of P. Path P is allowed to repeat vertices and edges. We call each path in X an exception, and our desired path a shortest exception avoiding path. We formulate a new version of the problem where the algorithm has no a priori knowledge of X, and finds out about an exception x in X only when a path containing x fails. This situation arises in computing shortest paths in optical networks. We give an easy-to-implement algorithm that finds a shortest exception avoiding path in time polynomial in |G| and |X|. The algorithm handles a forbidden path using vertex replication, i.e., replicating vertices and judiciously deleting edges so as to remove the forbidden path but keep all of its subpaths. The main challenge is that vertex replication can result in an exponential number of copies of any forbidden path that overlaps the current one. The algorithm couples vertex replication with the "growth" of a shortest path tree in such a way that the extra copies of forbidden paths produced during vertex replication are immaterial

    Ray tracing techniques for computer games and isosurface visualization

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    Ray tracing is a powerful image synthesis technique, that has been used for high-quality offline rendering since decades. In recent years, this technique has become more important for realtime applications, but still plays only a minor role in many areas. Some of the reasons are that ray tracing is compute intensive and has to rely on preprocessed data structures to achieve fast performance. This dissertation investigates methods to broaden the applicability of ray tracing and is divided into two parts. The first part explores the opportunities offered by ray tracing based game technology in the context of current and expected future performance levels. In this regard, novel methods are developed to efficiently support certain kinds of dynamic scenes, while avoiding the burden to fully recompute the required data structures. Furthermore, todays ray tracing performance levels are below what is needed for 3D games. Therefore, the multi-core CPU of the Playstation 3 is investigated, and an optimized ray tracing architecture presented to take steps towards the required performance. In part two, the focus shifts to isosurface raytracing. Isosurfaces are particularly important to understand the distribution of certain values in volumetric data. Since the structure of volumetric data sets is diverse, op- timized algorithms and data structures are developed for rectilinear as well as unstructured data sets which allow for realtime rendering of isosurfaces including advanced shading and visualization effects. This also includes tech- niques for out-of-core and time-varying data sets.Ray-tracing ist ein flexibles Bildgebungsverfahren, das schon seit Jahrzehnten für hoch qualitative, aber langsame Bilderzeugung genutzt wird. In den letzten Jahren wurde Ray-tracing auch für Echtzeitanwendungen immer interessanter, spielt aber in vielen Anwendungsbereichen noch immer eine untergeordnete Rolle. Einige der Gründe sind die Rechenintensität von Ray-tracing sowie die Abhängigkeit von vorberechneten Datenstrukturen um hohe Geschwindigkeiten zu erreichen. Diese Dissertation untersucht Methoden um die Anwendbarkeit von Ray-tracing in zwei verschiedenen Bereichen zu erhöhen. Im ersten Teil dieser Dissertation werden die Möglichkeiten, die Ray- tracing basierte Spieletechnologie bietet, im Kontext mit aktueller sowie zukünftig erwarteten Geschwindigkeiten untersucht. Darüber hinaus werden in diesem Zusammenhang Methoden entwickelt um bestimmte zeitveränderliche Szenen darstellen zu können ohne die dafür benötigen Datenstrukturen von Grund auf neu erstellen zu müssen. Da die Geschwindigkeit von Ray-tracing für Spiele bisher nicht ausreichend ist, wird die Mehrkern- CPU der Playstation 3 untersucht, und ein optimiertes Ray-tracing System beschrieben, das Ray-tracing näher an die benötigte Geschwindigkeit heranbringt. Der zweite Teil beschäftigt sich mit der Darstellung von Isoflächen mittels Ray-tracing. Isoflächen sind insbesonders wichtig um die Verteilung einzelner Werte in volumetrischen Datensätzen zu verstehen. Da diese Datensätze verschieden strukturiert sein können, werden für gitterförmige und unstrukturierte Datensätze optimierte Algorithmen und Datenstrukturen entwickelt, die die Echtzeitdarstellung von Isoflächen erlauben. Dies beinhaltet auch Erweiterungen für extrem große und zeitveränderliche Datensätze
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