2,148 research outputs found
Curved Voronoi diagrams
Voronoi diagrams are fundamental data structures that have been extensively studied in Computational Geometry. A Voronoi diagram can be defined as the minimization diagram of a finite set of continuous functions. Usually, each of those functions is interpreted as the distance function to an object. The as- sociated Voronoi diagram subdivides the embedding space into regions, each region consisting of the points that are closer to a given object than to the others. We may define many variants of Voronoi diagrams depending on the class of objects, the distance functions and the embedding space. Affine di- agrams, i.e. diagrams whose cells are convex polytopes, are well understood. Their properties can be deduced from the properties of polytopes and they can be constructed efficiently. The situation is very different for Voronoi dia- grams with curved regions. Curved Voronoi diagrams arise in various contexts where the objects are not punctual or the distance is not the Euclidean dis- tance. We survey the main results on curved Voronoi diagrams. We describe in some detail two general mechanisms to obtain effective algorithms for some classes of curved Voronoi diagrams. The first one consists in linearizing the diagram and applies, in particular, to diagrams whose bisectors are algebraic hypersurfaces. The second one is a randomized incremental paradigm that can construct affine and several planar non-affine diagrams. We finally introduce the concept of Medial Axis which generalizes the concept of Voronoi diagram to infinite sets. Interestingly, it is possible to efficiently construct a certified approximation of the medial axis of a bounded set from the Voronoi diagram of a sample of points on the boundary of the set
Bregman Voronoi Diagrams: Properties, Algorithms and Applications
The Voronoi diagram of a finite set of objects is a fundamental geometric
structure that subdivides the embedding space into regions, each region
consisting of the points that are closer to a given object than to the others.
We may define many variants of Voronoi diagrams depending on the class of
objects, the distance functions and the embedding space. In this paper, we
investigate a framework for defining and building Voronoi diagrams for a broad
class of distance functions called Bregman divergences. Bregman divergences
include not only the traditional (squared) Euclidean distance but also various
divergence measures based on entropic functions. Accordingly, Bregman Voronoi
diagrams allow to define information-theoretic Voronoi diagrams in statistical
parametric spaces based on the relative entropy of distributions. We define
several types of Bregman diagrams, establish correspondences between those
diagrams (using the Legendre transformation), and show how to compute them
efficiently. We also introduce extensions of these diagrams, e.g. k-order and
k-bag Bregman Voronoi diagrams, and introduce Bregman triangulations of a set
of points and their connexion with Bregman Voronoi diagrams. We show that these
triangulations capture many of the properties of the celebrated Delaunay
triangulation. Finally, we give some applications of Bregman Voronoi diagrams
which are of interest in the context of computational geometry and machine
learning.Comment: Extend the proceedings abstract of SODA 2007 (46 pages, 15 figures
Characterizing Width Uniformity by Wave Propagation
This work describes a novel image analysis approach to characterize the
uniformity of objects in agglomerates by using the propagation of normal
wavefronts. The problem of width uniformity is discussed and its importance for
the characterization of composite structures normally found in physics and
biology highlighted. The methodology involves identifying each cluster (i.e.
connected component) of interest, which can correspond to objects or voids, and
estimating the respective medial axes by using a recently proposed wavefront
propagation approach, which is briefly reviewed. The distance values along such
axes are identified and their mean and standard deviation values obtained. As
illustrated with respect to synthetic and real objects (in vitro cultures of
neuronal cells), the combined use of these two features provide a powerful
description of the uniformity of the separation between the objects, presenting
potential for several applications in material sciences and biology.Comment: 14 pages, 23 figures, 1 table, 1 referenc
Calculation of the Voronoi boundary for lens-shaped particles and spherocylinders
We have recently developed a mean-field theory to estimate the packing
fraction of non-spherical particles [A. Baule et al., Nature Commun. (2013)].
The central quantity in this framework is the Voronoi excluded volume, which
generalizes the standard hard-core excluded volume appearing in Onsager's
theory. The Voronoi excluded volume is defined from an exclusion condition for
the Voronoi boundary between two particles, which is usually not tractable
analytically. Here, we show how the technical difficulties in calculating the
Voronoi boundary can be overcome for lens-shaped particles and spherocylinders,
two standard prolate and oblate shapes with rotational symmetry. By decomposing
these shapes into unions and intersections of spheres analytical expressions
can be obtained.Comment: 19 pages, 8 figure
The riddle of togelby
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio
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