5,097 research outputs found
Structure in the 3D Galaxy Distribution: I. Methods and Example Results
Three methods for detecting and characterizing structure in point data, such
as that generated by redshift surveys, are described: classification using
self-organizing maps, segmentation using Bayesian blocks, and density
estimation using adaptive kernels. The first two methods are new, and allow
detection and characterization of structures of arbitrary shape and at a wide
range of spatial scales. These methods should elucidate not only clusters, but
also the more distributed, wide-ranging filaments and sheets, and further allow
the possibility of detecting and characterizing an even broader class of
shapes. The methods are demonstrated and compared in application to three data
sets: a carefully selected volume-limited sample from the Sloan Digital Sky
Survey redshift data, a similarly selected sample from the Millennium
Simulation, and a set of points independently drawn from a uniform probability
distribution -- a so-called Poisson distribution. We demonstrate a few of the
many ways in which these methods elucidate large scale structure in the
distribution of galaxies in the nearby Universe.Comment: Re-posted after referee corrections along with partially re-written
introduction. 80 pages, 31 figures, ApJ in Press. For full sized figures
please download from: http://astrophysics.arc.nasa.gov/~mway/lss1.pd
Cakewalk Sampling
We study the task of finding good local optima in combinatorial optimization
problems. Although combinatorial optimization is NP-hard in general, locally
optimal solutions are frequently used in practice. Local search methods however
typically converge to a limited set of optima that depend on their
initialization. Sampling methods on the other hand can access any valid
solution, and thus can be used either directly or alongside methods of the
former type as a way for finding good local optima. Since the effectiveness of
this strategy depends on the sampling distribution, we derive a robust learning
algorithm that adapts sampling distributions towards good local optima of
arbitrary objective functions. As a first use case, we empirically study the
efficiency in which sampling methods can recover locally maximal cliques in
undirected graphs. Not only do we show how our adaptive sampler outperforms
related methods, we also show how it can even approach the performance of
established clique algorithms. As a second use case, we consider how greedy
algorithms can be combined with our adaptive sampler, and we demonstrate how
this leads to superior performance in k-medoid clustering. Together, these
findings suggest that our adaptive sampler can provide an effective strategy to
combinatorial optimization problems that arise in practice.Comment: Accepted as a conference paper by AAAI-2020 (oral presentation
Multi-agents adaptive estimation and coverage control using Gaussian regression
We consider a scenario where the aim of a group of agents is to perform the
optimal coverage of a region according to a sensory function. In particular,
centroidal Voronoi partitions have to be computed. The difficulty of the task
is that the sensory function is unknown and has to be reconstructed on line
from noisy measurements. Hence, estimation and coverage needs to be performed
at the same time. We cast the problem in a Bayesian regression framework, where
the sensory function is seen as a Gaussian random field. Then, we design a set
of control inputs which try to well balance coverage and estimation, also
discussing convergence properties of the algorithm. Numerical experiments show
the effectivness of the new approach
Spatially-distributed coverage optimization and control with limited-range interactions
This paper presents coordination algorithms for groups of mobile agents
performing deployment and coverage tasks. As an important modeling constraint,
we assume that each mobile agent has a limited sensing/communication radius.
Based on the geometry of Voronoi partitions and proximity graphs, we analyze a
class of aggregate objective functions and propose coverage algorithms in
continuous and discrete time. These algorithms have convergence guarantees and
are spatially distributed with respect to appropriate proximity graphs.
Numerical simulations illustrate the results.Comment: 31 pages, some figures left out because of size limits. Complete
preprint version available at http://motion.csl.uiuc.ed
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
- …