311 research outputs found

    L_1 Shortest Path Queries among Polygonal Obstacles in the Plane

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    Given a point s and a set of h pairwise disjoint polygonal obstacles with a total of n vertices in the plane, after the free space is triangulated, we present an O(n+h log h) time and O(n) space algorithm for building a data structure (called shortest path map) of size O(n) such that for any query point t, the length of the L_1 shortest obstacle-avoiding path from s to t can be reported in O(log n) time and the actual path can be found in additional time proportional to the number of edges of the path. Previously, the best algorithm computes such a shortest path map in O(n log n) time and O(n) space. In addition, our techniques also yield an improved algorithm for computing the L_1 geodesic Voronoi diagram of m point sites among the obstacles

    Algorithmic Motion Planning and Related Geometric Problems on Parallel Machines (Dissertation Proposal)

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    The problem of algorithmic motion planning is one that has received considerable attention in recent years. The automatic planning of motion for a mobile object moving amongst obstacles is a fundamentally important problem with numerous applications in computer graphics and robotics. Numerous approximate techniques (AI-based, heuristics-based, potential field methods, for example) for motion planning have long been in existence, and have resulted in the design of experimental systems that work reasonably well under various special conditions [7, 29, 30]. Our interest in this problem, however, is in the use of algorithmic techniques for motion planning, with provable worst case performance guarantees. The study of algorithmic motion planning has been spurred by recent research that has established the mathematical depth of motion planning. Classical geometry, algebra, algebraic geometry and combinatorics are some of the fields of mathematics that have been used to prove various results that have provided better insight into the issues involved in motion planning [49]. In particular, the design and analysis of geometric algorithms has proved to be very useful for numerous important special cases. In the remainder of this proposal we will substitute the more precise term of algorithmic motion planning by just motion planning

    Facility location problems and games

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    We concern ourselves with facility location problems and games wherein we must decide upon the optimal locating of facilities. A facility is considered to be any physical location to which customers travel to obtain a service, or from which an agent of the facility travels to customers to deliver a service. We model facilities by points without a capacity limit and assume that customers obtain (or are provided with) their service from the closest facility. Throughout this thesis we consider distance to be measured exclusively using the Manhattan metric, a natural choice in urban settings and also in scenarios arising from clustering for data analysis with heterogeneous dimensions. Additionally we always model the demand for the facility as continuously and uniformly distributed over some convex polygonal demand region P and it is only within P that we consider locating our facilities.We first consider five facility location problems where n facilities are present in a convex polygon in the rectilinear plane, over which continuous and uniform demand is distributed and within which a convex polygonal barrier is located (removing all demand and preventing all travel within the barrier), and the optimal location for an additional facility is sought. We begin with an in-depth analysis of the representation of the bisectors of two facilities affected by the barrier and how it is affected by the position of the additional facility. Following this, a detailed investigation into the changes in the structure of the Voronoi diagram caused by the movement of this additional facility, which governs the form of the objective function for numerous facility location problems, yields a set of linear constraints for a general convex barrier that partitions the market space into a finite number of regions within which the exact solution can be found in polynomial time. This allows us to formulate an exact polynomial-time algorithm that makes use of a triangular decomposition of the incremental Voronoi diagram and the first order optimality conditions.Following this we study competitive location problems in a continuous setting, in which the first player (''White'') places a set of n points in a rectangular domain P of width p and height q, followed by the second player (''Black''), who places the same number of points. Players cannot place points atop one another, nor can they move a point once it has been placed, and after all 2n points have been played each player wins the fraction of the board for which one of their points is closest. The goal for each player in the One-Round Voronoi Game is to score more than half of the area of P, and that of the One-Round Stackelberg Game is to maximise one's total area. Even in the more diverse setting of Manhattan distances, we determine a complete characterisation for the One-Round Voronoi Game wherein White can win only if p/q >= n, otherwise Black wins, and we show each player's winning strategies. For the One-Round Stackelberg Game we explore arrangements of White's points in which the Voronoi cells of individual facilities are equalised with respect to a number of attractive geometric properties such as fairness (equally-sized Voronoi cells) and local optimality (symmetrically balanced Voronoi cell areas), and explore each player's best strategy under certain conditions

    Shortest Path in a Polygon using Sublinear Space

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    \renewcommand{\Re}{{\rm I\!\hspace{-0.025em} R}} \newcommand{\SetX}{\mathsf{X}} \newcommand{\VorX}[1]{\mathcal{V} \pth{#1}} \newcommand{\Polygon}{\mathsf{P}} \newcommand{\Space}{\overline{\mathsf{m}}} \newcommand{\pth}[2][\!]{#1\left({#2}\right)} We resolve an open problem due to Tetsuo Asano, showing how to compute the shortest path in a polygon, given in a read only memory, using sublinear space and subquadratic time. Specifically, given a simple polygon \Polygon with nn vertices in a read only memory, and additional working memory of size \Space, the new algorithm computes the shortest path (in \Polygon) in O( n^2 /\, \Space ) expected time. This requires several new tools, which we believe to be of independent interest

    Replacing the Irreplaceable: Fast Algorithms for Team Member Recommendation

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    In this paper, we study the problem of Team Member Replacement: given a team of people embedded in a social network working on the same task, find a good candidate who can fit in the team after one team member becomes unavailable. We conjecture that a good team member replacement should have good skill matching as well as good structure matching. We formulate this problem using the concept of graph kernel. To tackle the computational challenges, we propose a family of fast algorithms by (a) designing effective pruning strategies, and (b) exploring the smoothness between the existing and the new team structures. We conduct extensive experimental evaluations on real world datasets to demonstrate the effectiveness and efficiency. Our algorithms (a) perform significantly better than the alternative choices in terms of both precision and recall; and (b) scale sub-linearly.Comment: Initially submitted to KDD 201

    Contours in Visualization

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    This thesis studies the visualization of set collections either via or defines as the relations among contours. In the first part, dynamic Euler diagrams are used to communicate and improve semimanually the result of clustering methods which allow clusters to overlap arbitrarily. The contours of the Euler diagram are rendered as implicit surfaces called blobs in computer graphics. The interaction metaphor is the moving of items into or out of these blobs. The utility of the method is demonstrated on data arising from the analysis of gene expressions. The method works well for small datasets of up to one hundred items and few clusters. In the second part, these limitations are mitigated employing a GPU-based rendering of Euler diagrams and mixing textures and colors to resolve overlapping regions better. The GPU-based approach subdivides the screen into triangles on which it performs a contour interpolation, i.e. a fragment shader determines for each pixel which zones of an Euler diagram it belongs to. The rendering speed is thus increased to allow multiple hundred items. The method is applied to an example comparing different document clustering results. The contour tree compactly describes scalar field topology. From the viewpoint of graph drawing, it is a tree with attributes at vertices and optionally on edges. Standard tree drawing algorithms emphasize structural properties of the tree and neglect the attributes. Adapting popular graph drawing approaches to the problem of contour tree drawing it is found that they are unable to convey this information. Five aesthetic criteria for drawing contour trees are proposed and a novel algorithm for drawing contour trees in the plane that satisfies four of these criteria is presented. The implementation is fast and effective for contour tree sizes usually used in interactive systems and also produces readable pictures for larger trees. Dynamical models that explain the formation of spatial structures of RNA molecules have reached a complexity that requires novel visualization methods to analyze these model\''s validity. The fourth part of the thesis focuses on the visualization of so-called folding landscapes of a growing RNA molecule. Folding landscapes describe the energy of a molecule as a function of its spatial configuration; they are huge and high dimensional. Their most salient features are described by their so-called barrier tree -- a contour tree for discrete observation spaces. The changing folding landscapes of a growing RNA chain are visualized as an animation of the corresponding barrier tree sequence. The animation is created as an adaption of the foresight layout with tolerance algorithm for dynamic graph layout. The adaptation requires changes to the concept of supergraph and it layout. The thesis finishes with some thoughts on how these approaches can be combined and how the task the application should support can help inform the choice of visualization modality

    A FAST ITERATIVE METHOD FOR EIKONAL EQUATIONS

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    In this paper we propose a novel computational technique to solve the Eikonal equation efficiently on parallel architectures. The proposed method manages the list of active nodes and iteratively updates the solutions on those nodes until they converge. Nodes are added to or removed from the list based on a convergence measure, but the management of this list does not entail an extra burden of expensive ordered data structures or special updating sequences. The proposed method has suboptimal worst-case performance but, in practice, on real and synthetic datasets, runs faster than guaranteed-optimal alternatives. Furthermore, the proposed method uses only local, synchronous updates and therefore has better cache coherency, is simple to implement, and scales efficiently on parallel architectures. This paper describes the method, proves its consistency, gives a performance analysis that compares the proposed method against the state-of-the-art Eikonal solvers, and describes the implementation on a single instruction multiple datastream (SIMD) parallel architecture.open393
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