129 research outputs found

    Generic Global Rigidity in Complex and Pseudo-Euclidean Spaces

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    In this paper we study the property of generic global rigidity for frameworks of graphs embedded in d-dimensional complex space and in a d-dimensional pseudo-Euclidean space R2^{2} with a metric of indefinite signature). We show that a graph is generically globally rigid in Euclidean space iff it is generically globally rigid in a complex or pseudo-Euclidean space. We also establish that global rigidity is always a generic property of a graph in complex space, and give a sufficient condition for it to be a generic property in a pseudo-Euclidean space. Extensions to hyperbolic space are also discussed.Engineering and Applied Science

    Convexity-Increasing Morphs of Planar Graphs

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    We study the problem of convexifying drawings of planar graphs. Given any planar straight-line drawing of an internally 3-connected graph, we show how to morph the drawing to one with strictly convex faces while maintaining planarity at all times. Our morph is convexity-increasing, meaning that once an angle is convex, it remains convex. We give an efficient algorithm that constructs such a morph as a composition of a linear number of steps where each step either moves vertices along horizontal lines or moves vertices along vertical lines. Moreover, we show that a linear number of steps is worst-case optimal. To obtain our result, we use a well-known technique by Hong and Nagamochi for finding redrawings with convex faces while preserving y-coordinates. Using a variant of Tutte's graph drawing algorithm, we obtain a new proof of Hong and Nagamochi's result which comes with a better running time. This is of independent interest, as Hong and Nagamochi's technique serves as a building block in existing morphing algorithms.Comment: Preliminary version in Proc. WG 201

    Discrete exterior calculus (DEC) for the surface Navier-Stokes equation

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    We consider a numerical approach for the incompressible surface Navier-Stokes equation. The approach is based on the covariant form and uses discrete exterior calculus (DEC) in space and a semi-implicit discretization in time. The discretization is described in detail and related to finite difference schemes on staggered grids in flat space for which we demonstrate second order convergence. We compare computational results with a vorticity-stream function approach for surfaces with genus 0 and demonstrate the interplay between topology, geometry and flow properties. Our discretization also allows to handle harmonic vector fields, which we demonstrate on a torus.Comment: 21 pages, 9 figure

    Characterizing the universal rigidity of generic frameworks

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    A framework is a graph and a map from its vertices to E^d (for some d). A framework is universally rigid if any framework in any dimension with the same graph and edge lengths is a Euclidean image of it. We show that a generic universally rigid framework has a positive semi-definite stress matrix of maximal rank. Connelly showed that the existence of such a positive semi-definite stress matrix is sufficient for universal rigidity, so this provides a characterization of universal rigidity for generic frameworks. We also extend our argument to give a new result on the genericity of strict complementarity in semidefinite programming.Comment: 18 pages, v2: updates throughout; v3: published versio

    Small grid embeddings of 3-polytopes

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    We introduce an algorithm that embeds a given 3-connected planar graph as a convex 3-polytope with integer coordinates. The size of the coordinates is bounded by O(27.55n)=O(188n)O(2^{7.55n})=O(188^{n}). If the graph contains a triangle we can bound the integer coordinates by O(24.82n)O(2^{4.82n}). If the graph contains a quadrilateral we can bound the integer coordinates by O(25.46n)O(2^{5.46n}). The crucial part of the algorithm is to find a convex plane embedding whose edges can be weighted such that the sum of the weighted edges, seen as vectors, cancel at every point. It is well known that this can be guaranteed for the interior vertices by applying a technique of Tutte. We show how to extend Tutte's ideas to construct a plane embedding where the weighted vector sums cancel also on the vertices of the boundary face

    Fast Spherical Mapping for Genus-0 Meshes

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    The Complexity of Drawing a Graph in a Polygonal Region

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    We prove that the following problem is complete for the existential theory of the reals: Given a planar graph and a polygonal region, with some vertices of the graph assigned to points on the boundary of the region, place the remaining vertices to create a planar straight-line drawing of the graph inside the region. This strengthens an NP-hardness result by Patrignani on extending partial planar graph drawings. Our result is one of the first showing that a problem of drawing planar graphs with straight-line edges is hard for the existential theory of the reals. The complexity of the problem is open in the case of a simply connected region. We also show that, even for integer input coordinates, it is possible that drawing a graph in a polygonal region requires some vertices to be placed at irrational coordinates. By contrast, the coordinates are known to be bounded in the special case of a convex region, or for drawing a path in any polygonal region.Comment: Appears in the Proceedings of the 26th International Symposium on Graph Drawing and Network Visualization (GD 2018

    A Survey of Methods for Volumetric Scene Reconstruction from Photographs

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    Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entertainment. Volumetric models are a natural choice for scene reconstruction. Three broad classes of volumetric reconstruction techniques have been developed based on geometric intersections, color consistency, and pair-wise matching. Some of these techniques have spawned a number of variations and undergone considerable refinement. This paper is a survey of techniques for volumetric scene reconstruction

    Simplifying the Representation of Radiance from Multiple Emitters

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    International audienceIn recent work radiance function properties and discontinuity meshing have been used to construct high quality interpolants representing radiance. Such approaches do not consider the combined effect of multiple sources and thus perform unnecessary discontinuity meshing calculations and often construct interpolants with too fine subdivision. In this research we present an extended structured sampling algorithm that treats scenes with shadows and multiple sources. We then introduce an algorithm which simplifies the mesh based on the interaction of multiple sources. For unoccluded regions an a posteriori simplification technique is used. For regions in shadow, we first compute the maximal umbral/penumbral and penumbral/light boundaries. This construction facilitates the determination of whether full discontinuity meshing is required or whether it can be avoided due to the illumination from another source. An estimate of the error caused by potential simplification is used for this decision. Thus full discontinuitymesh calculation is only incurred in regions where it is necessary resulting in a more compact representation of radiance
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