1,496 research outputs found

    Algorithms for fat objects : decompositions and applications

    Get PDF
    Computational geometry is the branch of theoretical computer science that deals with algorithms and data structures for geometric objects. The most basic geometric objects include points, lines, polygons, and polyhedra. Computational geometry has applications in many areas of computer science, including computer graphics, robotics, and geographic information systems. In many computational-geometry problems, the theoretical worst case is achieved by input that is in some way "unrealistic". This causes situations where the theoretical running time is not a good predictor of the running time in practice. In addition, algorithms must also be designed with the worst-case examples in mind, which causes them to be needlessly complicated. In recent years, realistic input models have been proposed in an attempt to deal with this problem. The usual form such solutions take is to limit some geometric property of the input to a constant. We examine a specific realistic input model in this thesis: the model where objects are restricted to be fat. Intuitively, objects that are more like a ball are more fat, and objects that are more like a long pole are less fat. We look at fat objects in the context of five different problems—two related to decompositions of input objects and three problems suggested by computer graphics. Decompositions of geometric objects are important because they are often used as a preliminary step in other algorithms, since many algorithms can only handle geometric objects that are convex and preferably of low complexity. The two main issues in developing decomposition algorithms are to keep the number of pieces produced by the decomposition small and to compute the decomposition quickly. The main question we address is the following: is it possible to obtain better decompositions for fat objects than for general objects, and/or is it possible to obtain decompositions quickly? These questions are also interesting because most research into fat objects has concerned objects that are convex. We begin by triangulating fat polygons. The problem of triangulating polygons—that is, partitioning them into triangles without adding any vertices—has been solved already, but the only linear-time algorithm is so complicated that it has never been implemented. We propose two algorithms for triangulating fat polygons in linear time that are much simpler. They make use of the observation that a small set of guards placed at points inside a (certain type of) fat polygon is sufficient to see the boundary of such a polygon. We then look at decompositions of fat polyhedra in three dimensions. We show that polyhedra can be decomposed into a linear number of convex pieces if certain fatness restrictions aremet. We also show that if these restrictions are notmet, a quadratic number of pieces may be needed. We also show that if we wish the output to be fat and convex, the restrictions must be much tighter. We then study three computational-geometry problems inspired by computer graphics. First, we study ray-shooting amidst fat objects from two perspectives. This is the problem of preprocessing data into a data structure that can answer which object is first hit by a query ray in a given direction from a given point. We present a new data structure for answering vertical ray-shooting queries—that is, queries where the ray’s direction is fixed—as well as a data structure for answering ray-shooting queries for rays with arbitrary direction. Both structures improve the best known results on these problems. Another problem that is studied in the field of computer graphics is the depth-order problem. We study it in the context of computational geometry. This is the problem of finding an ordering of the objects in the scene from "top" to "bottom", where one object is above the other if they share a point in the projection to the xy-plane and the first object has a higher z-value at that point. We give an algorithm for finding the depth order of a group of fat objects and an algorithm for verifying if a depth order of a group of fat objects is correct. The latter algorithm is useful because the former can return an incorrect order if the objects do not have a depth order (this can happen if the above/below relationship has a cycle in it). The first algorithm improves on the results previously known for fat objects; the second is the first algorithm for verifying depth orders of fat objects. The final problem that we study is the hidden-surface removal problem. In this problem, we wish to find and report the visible portions of a scene from a given viewpoint—this is called the visibility map. The main difficulty in this problem is to find an algorithm whose running time depends in part on the complexity of the output. For example, if all but one of the objects in the input scene are hidden behind one large object, then our algorithm should have a faster running time than if all of the objects are visible and have borders that overlap. We give such an algorithm that improves on the running time of previous algorithms for fat objects. Furthermore, our algorithm is able to handle curved objects and situations where the objects do not have a depth order—two features missing from most other algorithms that perform hidden surface removal

    Book Reviews

    Get PDF

    Exploring Potential Approaches to Measuring Personal and Interpersonal Progress with Young People Referred to Includem

    Get PDF

    Vertical ray shooting and computing depth orders of fat objects

    Get PDF
    We present new results for three problems dealing with a set P\mathcal{P} of nn convex constant-complexity fat polyhedra in 3-space. (i) We describe a data structure for vertical ray shooting in P\mathcal{P} that has O(log⁥2n)O(\log^2 n) query time and uses O(nlog⁥2n)O(n\log^2 n) storage. (ii) We give an algorithm to compute in O(nlog⁥3n)O(n\log^3 n) time a depth order on P\mathcal{P} if it exists. (iii) We give an algorithm to verify in O(nlog⁥3n)O(n\log^3 n) time whether a given order on P\mathcal{P} is a valid depth order. All three results improve on previous results

    Quantum Mechanics of the Doubled Torus

    Get PDF
    We investigate the quantum mechanics of the doubled torus system, introduced by Hull [1] to describe T-folds in a more geometric way. Classically, this system consists of a world-sheet Lagrangian together with some constraints, which reduce the number of degrees of freedom to the correct physical number. We consider this system from the point of view of constrained Hamiltonian dynamics. In this case the constraints are second class, and we can quantize on the constrained surface using Dirac brackets. We perform the quantization for a simple T-fold background and compare to results for the conventional non-doubled torus system. Finally, we formulate a consistent supersymmetric version of the doubled torus system, including supersymmetric constraints.Comment: 31 pages, 1 figure; v2: references added, minor corrections to final sectio

    The charm quark mass with dynamical fermions

    Full text link
    We compute the charm quark mass in lattice QCD and compare different formulations of the heavy quark, and quenched data to that with dynamical sea quarks. We take the continuum limit of the quenched data by extrapolating from three different lattice spacings, and compare to data with two flavours of dynamical sea quarks with a mass around the strange at the coarsest lattice spacing. Both the FNAL and ALPHA formalism are used. We find the different heavy quark formulations have the same continuum limit in the quenched approximation, and limited evidence that this approximation overestimates the charm quark mass.Comment: Lattice2004(heavy) 3 pages, 2 figure

    Nongeometry, Duality Twists, and the Worldsheet

    Full text link
    In this paper, we use orbifold methods to construct nongeometric backgrounds, and argue that they correspond to the spacetimes discussed in \cite{dh,wwf}. More precisely, we make explicit through several examples the connection between interpolating orbifolds and spacetime duality twists. We argue that generic nongeometric backgrounds arising from duality twists will not have simple orbifold constructions and then proceed to construct several examples which do have a consistent worldsheet description.Comment: v2-references added; v3-minor correction (eqn. 4.17
    • 

    corecore