CMSC 754 Computational Geometry1
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Gscan: Accelerating Graham Scan on The
gScan:AcceleratingGrahamScanontheGPU Gang Mei Institute of Earth and Environmental Science, University of Freiburg Albertstr.23B, D-79104, Freiburg im Breisgau, Germany E-mail: [email protected] Abstract This paper presents a fast implementation of the Graham scan on the GPU. The proposed algorithm is composed of two stages: (1) two rounds of preprocessing performed on the GPU and (2) the finalization of finding the convex hull on the CPU. We first discard the interior points that locate inside a quadrilateral formed by four extreme points, sort the remaining points according to the angles, and then divide them into the left and the right regions. For each region, we perform a second round of filtering using the proposed preprocessing approach to discard the interior points in further. We finally obtain the expected convex hull by calculating the convex hull of the remaining points on the CPU. We directly employ the parallel sorting, reduction, and partitioning provided by the library Thrust for better efficiency and simplicity. Experimental results show that our implementation achieves 6x ~ 7x speedups over the Qhull implementation for 20M points. Keywords: GPU, CUDA, Convex Hull, Graham Scan, Divide-and-Conquer, Data Dependency 1.Introduction Given a set of planar points S, the 2D convex hull problem is to find the smallest polygon that contains all the points in S. This problem is a fundamental issue in computer science and has been studied extensively. Several classic convex hull algorithms have been proposed [1-7]; most of them run in O(nlogn) time. Among them, the Graham scan algorithm [1] is the first practical convex hull algorithm, while QuickHull [7] is the most efficient and popular one in practice. -
Geometric Algorithms
Geometric Algorithms primitive operations convex hull closest pair voronoi diagram References: Algorithms in C (2nd edition), Chapters 24-25 http://www.cs.princeton.edu/introalgsds/71primitives http://www.cs.princeton.edu/introalgsds/72hull 1 Geometric Algorithms Applications. • Data mining. • VLSI design. • Computer vision. • Mathematical models. • Astronomical simulation. • Geographic information systems. airflow around an aircraft wing • Computer graphics (movies, games, virtual reality). • Models of physical world (maps, architecture, medical imaging). Reference: http://www.ics.uci.edu/~eppstein/geom.html History. • Ancient mathematical foundations. • Most geometric algorithms less than 25 years old. 2 primitive operations convex hull closest pair voronoi diagram 3 Geometric Primitives Point: two numbers (x, y). any line not through origin Line: two numbers a and b [ax + by = 1] Line segment: two points. Polygon: sequence of points. Primitive operations. • Is a point inside a polygon? • Compare slopes of two lines. • Distance between two points. • Do two line segments intersect? Given three points p , p , p , is p -p -p a counterclockwise turn? • 1 2 3 1 2 3 Other geometric shapes. • Triangle, rectangle, circle, sphere, cone, … • 3D and higher dimensions sometimes more complicated. 4 Intuition Warning: intuition may be misleading. • Humans have spatial intuition in 2D and 3D. • Computers do not. • Neither has good intuition in higher dimensions! Is a given polygon simple? no crossings 1 6 5 8 7 2 7 8 6 4 2 1 1 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 2 18 4 18 4 19 4 19 4 20 3 20 3 20 1 10 3 7 2 8 8 3 4 6 5 15 1 11 3 14 2 16 we think of this algorithm sees this 5 Polygon Inside, Outside Jordan curve theorem. -
Object Oriented Programming
No. 52 March-A pril'1990 $3.95 T H E M TEe H CAL J 0 URN A L COPIA Object Oriented Programming First it was BASIC, then it was structures, now it's objects. C++ afi<;ionados feel, of course, that objects are so powerful, so encompassing that anything could be so defined. I hope they're not placing bets, because if they are, money's no object. C++ 2.0 page 8 An objective view of the newest C++. Training A Neural Network Now that you have a neural network what do you do with it? Part two of a fascinating series. Debugging C page 21 Pointers Using MEM Keep C fro111 (C)rashing your system. An AT Keyboard Interface Use an AT keyboard with your latest project. And More ... Understanding Logic Families EPROM Programming Speeding Up Your AT Keyboard ((CHAOS MADE TO ORDER~ Explore the Magnificent and Infinite World of Fractals with FRAC LS™ AN ELECTRONIC KALEIDOSCOPE OF NATURES GEOMETRYTM With FracTools, you can modify and play with any of the included images, or easily create new ones by marking a region in an existing image or entering the coordinates directly. Filter out areas of the display, change colors in any area, and animate the fractal to create gorgeous and mesmerizing images. Special effects include Strobe, Kaleidoscope, Stained Glass, Horizontal, Vertical and Diagonal Panning, and Mouse Movies. The most spectacular application is the creation of self-running Slide Shows. Include any PCX file from any of the popular "paint" programs. FracTools also includes a Slide Show Programming Language, to bring a higher degree of control to your shows. -
A Computational Basis for Conic Arcs and Boolean Operations on Conic Polygons
A Computational Basis for Conic Arcs and Boolean Operations on Conic Polygons Eric Berberich, Arno Eigenwillig, Michael Hemmer Susan Hert, Kurt Mehlhorn, and Elmar Schomer¨ [eric|arno|hemmer|hert|mehlhorn|schoemer]@mpi-sb.mpg.de Max-Planck-Institut fur¨ Informatik, Stuhlsatzenhausweg 85 66123 Saarbruck¨ en, Germany Abstract. We give an exact geometry kernel for conic arcs, algorithms for ex- act computation with low-degree algebraic numbers, and an algorithm for com- puting the arrangement of conic arcs that immediately leads to a realization of regularized boolean operations on conic polygons. A conic polygon, or polygon for short, is anything that can be obtained from linear or conic halfspaces (= the set of points where a linear or quadratic function is non-negative) by regularized boolean operations. The algorithm and its implementation are complete (they can handle all cases), exact (they give the mathematically correct result), and efficient (they can handle inputs with several hundred primitives). 1 Introduction We give an exact geometry kernel for conic arcs, algorithms for exact computation with low-degree algebraic numbers, and a sweep-line algorithm for computing arrangements of curved arcs that immediately leads to a realization of regularized boolean operations on conic polygons. A conic polygon, or polygon for short, is anything that can be ob- tained from linear or conic halfspaces (= the set of points where a linear or quadratic function is non-negative) by regularized boolean operations (Figure 1). A regularized boolean operation is a standard boolean operation (union, intersection, complement) followed by regularization. Regularization replaces a set by the closure of its interior and eliminates dangling low-dimensional features. -
Automatic Generation of Smooth Paths Bounded by Polygonal Chains
Automatic Generation of Smooth Paths Bounded by Polygonal Chains T. Berglund1, U. Erikson1, H. Jonsson1, K. Mrozek2, and I. S¨oderkvist3 1 Department of Computer Science and Electrical Engineering, Lule˚a University of Technology, SE-971 87 Lule˚a, Sweden {Tomas.Berglund,Ulf.Erikson,Hakan.Jonsson}@sm.luth.se 2 Q Navigator AB, SE-971 75 Lule˚a, Sweden [email protected] 3 Department of Mathematics, Lule˚a University of Technology, SE-971 87 Lule˚a, Sweden [email protected] Abstract We consider the problem of planning smooth paths for a vehicle in a region bounded by polygonal chains. The paths are represented as B-spline functions. A path is found by solving an optimization problem using a cost function designed to care for both the smoothness of the path and the safety of the vehicle. Smoothness is defined as small magnitude of the derivative of curvature and safety is defined as the degree of centering of the path between the polygonal chains. The polygonal chains are preprocessed in order to remove excess parts and introduce safety margins for the vehicle. The method has been implemented for use with a standard solver and tests have been made on application data provided by the Swedish mining company LKAB. 1 Introduction We study the problem of planning a smooth path between two points in a planar map described by polygonal chains. Here, a smooth path is a curve, with continuous derivative of curvature, that is a solution to a certain optimization problem. Today, it is not known how to find a closed form of an optimal path. -
Sweeping the Sphere
Sweeping the Sphere Joao˜ Dinis Margarida Mamede Departamento de F´ısica CITI, Departamento de Informatica´ Faculdade de Ciencias,ˆ Universidade de Lisboa Faculdade de Cienciasˆ e Tecnologia, FCT Campo Grande, Edif´ıcio C8 Universidade Nova de Lisboa 1749-016 Lisboa, Portugal 2829-516 Caparica, Portugal [email protected] [email protected] Abstract—We introduce the first sweep line algorithm for and Hong [5], [6], which is O(n log n) worst case optimal, computing spherical Voronoi diagrams, which proves that where n is the number of sites. An asymptotically slower Fortune’s method can be extended to points on a sphere alternative in the worst case is the randomized incremental surface. This algorithm is similar to Fortune’s plane sweep algorithm, sweeping the sphere with a circular line instead of algorithm of Clarkson and Shor [7], whose expected running a straight one. time is O(n log n). The well-known Quickhull algorithm of Like its planar counterpart, the novel linear-space algorithm Barber et al. [8] can be seen as an efficient variation of the has worst-case optimal running time. Furthermore, it copes previous algorithm. very well with degeneracies and is easy to implement. Experi- A different approach is to adapt the randomized incremen- mental results show that the performance of our algorithm is very similar to that of Fortune’s algorithm, both with synthetic tal algorithm that computes the planar Delaunay triangula- data sets and with real data. tion [9], [10]. The essential operation used in the incremental The usual solutions make use of the connection between step, which checks if a circle defined by three sites contains a convex hulls and spherical Delaunay triangulations. -
Optimal Output-Sensitive Convex Hull Algorithms in Two and Three Dimensions*
Discrete Comput Geom 16:361-368 (1996) GeometryDiscrete & Computational ~) 1996Springer-Verlag New YorkInc. Optimal Output-Sensitive Convex Hull Algorithms in Two and Three Dimensions* T. M. Chan Department of Computer Science, University of British Columbia, Vancouver, British Columbia, Canada V6T 1Z4 Abstract. We present simple output-sensitive algorithms that construct the convex hull of a set of n points in two or three dimensions in worst-case optimal O (n log h) time and O(n) space, where h denotes the number of vertices of the convex hull. 1. Introduction Given a set P ofn points in the Euclidean plane E 2 or Euclidean space E 3, we consider the problem of computing the convex hull of P, cony(P), which is defined as the smallest convex set containing P. The convex hull problem has received considerable attention in computational geometry [11], [21], [23], [25]. In E 2 an algorithm known as Graham's scan [15] achieves O(n logn) rtmning time, and in E 3 an algorithm by Preparata and Hong [24] has the same complexity. These algorithms are optimal in the worst case, but if h, the number of hull vertices, is small, then it is possible to obtain better time bounds. For example, in E 2, a simple algorithm called Jarvis's march [ 19] can construct the convex hull in O(nh) time. This bound was later improved to O(nlogh) by an algorithm due to Kirkpatrick and Seidel [20], who also provided a matching lower bound; a simplification of their algorithm has been recently reported by Chan et al. -
Uwaterloo Latex Thesis Template
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Waterloo's Institutional Repository Approximation Algorithms for Geometric Covering Problems for Disks and Squares by Nan Hu A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Mathematics in Computer Science Waterloo, Ontario, Canada, 2013 c Nan Hu 2013 I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract Geometric covering is a well-studied topic in computational geometry. We study three covering problems: Disjoint Unit-Disk Cover, Depth-(≤ K) Packing and Red-Blue Unit- Square Cover. In the Disjoint Unit-Disk Cover problem, we are given a point set and want to cover the maximum number of points using disjoint unit disks. We prove that the problem is NP-complete and give a polynomial-time approximation scheme (PTAS) for it. In Depth-(≤ K) Packing for Arbitrary-Size Disks/Squares, we are given a set of arbitrary-size disks/squares, and want to find a subset with depth at most K and maxi- mizing the total area. We prove a depth reduction theorem and present a PTAS. In Red-Blue Unit-Square Cover, we are given a red point set, a blue point set and a set of unit squares, and want to find a subset of unit squares to cover all the blue points and the minimum number of red points. -
A Framework for Multi-Core Implementations of Divide and Conquer Algorithms and Its Application to the Convex Hull Problem ∗
CCCG 2008, Montr´eal, Qu´ebec, August 13–15, 2008 A Framework for Multi-Core Implementations of Divide and Conquer Algorithms and its Application to the Convex Hull Problem ∗ Stefan N¨aher Daniel Schmitt † Abstract 2 Divide and Conquer Algorithms We present a framework for multi-core implementations Divide and conquer algorithms solve problems by di- of divide and conquer algorithms and show its efficiency viding them into subproblems, solving each subprob- and ease of use by applying it to the fundamental geo- lem recursively and merging the corresponding results metric problem of computing the convex hull of a point to a complete solution. All subproblems have exactly set. We concentrate on the Quickhull algorithm intro- the same structure as the original problem and can be duced in [2]. In general the framework can easily be solved independently from each other, and so can eas- used for any D&C-algorithm. It is only required that ily be distributed over a number of parallel processes the algorithm is implemented by a C++ class imple- or threads. This is probably the most straightforward menting the job-interface introduced in section 3 of this parallelization strategy. However, in general it can not paper. be guaranteed that always enough subproblems exist, which leads to non-optimal speedups. This is in partic- 1 Introduction ular true for the first divide step and the final merging step but is also a problem in cases where the recur- Performance gain in computing is no longer achieved sion tree is unbalanced such that the number of open by increasing cpu clock rates but by multiple cpu cores sub-problems is smaller than the number of available working on shared memory and a common cache. -
Voronoi Diagram of Polygonal Chains Under the Discrete Frechet Distance
Voronoi Diagram of Polygonal Chains under the Discrete Fr´echet Distance Sergey Bereg1, Kevin Buchin2,MaikeBuchin2, Marina Gavrilova3, and Binhai Zhu4 1 Department of Computer Science, University of Texas at Dallas, Richardson, TX 75083, USA [email protected] 2 Department of Information and Computing Sciences, Universiteit Utrecht, The Netherlands {buchin,maike}@cs.uu.nl 3 Department of Computer Science, University of Calgary, Calgary, Alberta T2N 1N4, Canada [email protected] 4 Department of Computer Science, Montana State University, Bozeman, MT 59717-3880, USA [email protected] Abstract. Polygonal chains are fundamental objects in many applica- tions like pattern recognition and protein structure alignment. A well- known measure to characterize the similarity of two polygonal chains is the (continuous/discrete) Fr´echet distance. In this paper, for the first time, we consider the Voronoi diagram of polygonal chains in d-dimension under the discrete Fr´echet distance. Given a set C of n polygonal chains in d-dimension, each with at most k vertices, we prove fundamental proper- ties of such a Voronoi diagram VDF (C). Our main results are summarized as follows. dk+ – The combinatorial complexity of VDF (C)isatmostO(n ). dk – The combinatorial complexity of VDF (C)isatleastΩ(n )fordi- mension d =1, 2; and Ω(nd(k−1)+2) for dimension d>2. 1 Introduction The Fr´echet distance was first defined by Maurice Fr´echet in 1906 [8]. While known as a famous distance measure in the field of mathematics (more specifi- cally, abstract spaces), it was first applied in measuring the similarity of polygo- nal curves by Alt and Godau in 1992 [2]. -
On Combinatorial Approximation Algorithms in Geometry Bruno Jartoux
On combinatorial approximation algorithms in geometry Bruno Jartoux To cite this version: Bruno Jartoux. On combinatorial approximation algorithms in geometry. Distributed, Parallel, and Cluster Computing [cs.DC]. Université Paris-Est, 2018. English. NNT : 2018PESC1078. tel- 02066140 HAL Id: tel-02066140 https://pastel.archives-ouvertes.fr/tel-02066140 Submitted on 13 Mar 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Université Paris-Est École doctorale MSTIC On Combinatorial Sur les algorithmes d’approximation Approximation combinatoires Algorithms en géométrie in Geometry Bruno Jartoux Thèse de doctorat en informatique soutenue le 12 septembre 2018. Composition du jury : Lilian Buzer ESIEE Paris Jean Cardinal Université libre de Bruxelles président du jury Guilherme Dias da Fonseca Université Clermont Auvergne rapporteur Jesús A. de Loera University of California, Davis rapporteur Frédéric Meunier École nationale des ponts et chaussées Nabil H. Mustafa ESIEE Paris directeur Vera Sacristán Universitat Politècnica de Catalunya Kasturi R. Varadarajan The University of Iowa rapporteur Last revised 16th December 2018. Thèse préparée au laboratoire d’informatique Gaspard-Monge (LIGM), équipe A3SI, dans les locaux d’ESIEE Paris. LIGM UMR 8049 ESIEE Paris Cité Descartes, bâtiment Copernic Département IT 5, boulevard Descartes Cité Descartes Champs-sur-Marne 2, boulevard Blaise-Pascal 77454 Marne-la-Vallée Cedex 2 93162 Noisy-le-Grand Cedex Bruno Jartoux 2018. -
2020 SIGACT REPORT SIGACT EC – Eric Allender, Shuchi Chawla, Nicole Immorlica, Samir Khuller (Chair), Bobby Kleinberg September 14Th, 2020
2020 SIGACT REPORT SIGACT EC – Eric Allender, Shuchi Chawla, Nicole Immorlica, Samir Khuller (chair), Bobby Kleinberg September 14th, 2020 SIGACT Mission Statement: The primary mission of ACM SIGACT (Association for Computing Machinery Special Interest Group on Algorithms and Computation Theory) is to foster and promote the discovery and dissemination of high quality research in the domain of theoretical computer science. The field of theoretical computer science is the rigorous study of all computational phenomena - natural, artificial or man-made. This includes the diverse areas of algorithms, data structures, complexity theory, distributed computation, parallel computation, VLSI, machine learning, computational biology, computational geometry, information theory, cryptography, quantum computation, computational number theory and algebra, program semantics and verification, automata theory, and the study of randomness. Work in this field is often distinguished by its emphasis on mathematical technique and rigor. 1. Awards ▪ 2020 Gödel Prize: This was awarded to Robin A. Moser and Gábor Tardos for their paper “A constructive proof of the general Lovász Local Lemma”, Journal of the ACM, Vol 57 (2), 2010. The Lovász Local Lemma (LLL) is a fundamental tool of the probabilistic method. It enables one to show the existence of certain objects even though they occur with exponentially small probability. The original proof was not algorithmic, and subsequent algorithmic versions had significant losses in parameters. This paper provides a simple, powerful algorithmic paradigm that converts almost all known applications of the LLL into randomized algorithms matching the bounds of the existence proof. The paper further gives a derandomized algorithm, a parallel algorithm, and an extension to the “lopsided” LLL.