2,148 research outputs found

    Curved Voronoi diagrams

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    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

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    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

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    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

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    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

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    © 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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