37291833
A tight lower bound on the maximum genus of a simplicial graph
Abstract It is proved that every connected simplicial graph with minimum valence at least three has maximum genus at least one-quarter of its cycle rank. This follows from the technical result that every 3-regular simplicial graph except K 4 has a Xuong co-tree whose odd components have only one edge each. It is proved, furthermore, that this lower bound is tight. However, examples are used to illustrate that it does not apply to non-simplicial graphs. This result on maximum genus leads to several immediate consequences for average genus.
5242879
Interactive rind modeling
In this paper, we describe a technique, with roots in topological graph theory, that we call rind modeling. It provides for the easy creation of surfaces resembling peeled and punctured rinds. We show how the method's two main steps of: 1) creation of a shell or crust like the rind of an orange, and 2) opening holes in the crust by punching or peeling can be encapsulated into a real time semi-automatic interactive algorithm. We include a number of worked examples, some by students in a first modeling course, that demonstrate the ease with which a large variety of intricate rind shapes can be created.
16331940
Optimal Parallel Routing in Star Networks
Star networks have recently been proposed as attractive alternatives to the popular hypercube for interconnecting processors on a parallel computer. In this paper, we present an efficient algorithm that constructs an optimal parallel routing in star networks. Our result improves previous results for the problem.
1021255
A minimal and complete set of operators for the development of robust manifold mesh modelers
In this paper, we identify a minimal and complete set of fundamental operators, which is necessary and sufficient for performing all homeomorphic and topological operations on 2- manifold mesh structures. Efficient algorithms are developed for the implementation of these operators. We also developed a set of powerful, user-friendly, and effective operators at the level of user-interface. Using these operators, we have developed a prototype system for robust, interactive, and user-friendly modeling of orientable 2-manifold meshes. Users of our system can perform a large set of homeomorphic and topological changes with these user-interface level operators. Our system is topologically robust in the sense that users will never create invalid 2-manifold mesh structure with these operators. In our system, the homeomorphic and topological surgery operations can be applied alternatively on 2-manifold meshes. With our system, users can blend surfaces, construct rinds, and open holes on these rind shapes. With our system, the shapes that look like solid, non-manifold, or 2-manifold with boundary can be manipulated. The system also provides automatic texture mapping during topology changes.
2261180
Graph Ear Decompositions and Graph Embeddings
Ear decomposition of a graph has been extensively studied in relation to graph connectivity. In this paper, a connection of ear decomposition to graph embeddings is exhibited. It is shown that constructing a maximum-paired ear decomposition of a graph and constructing a maximum-genus embedding of the graph are polynomial-time equivalent. Applications of this connection are discussed.
31382426
Strong Fault-Tolerance: Parallel Routing in Networks with Faults
A d-regular network G is strongly fault-tolerant if for any copy Gf of G with at most d - 2 faulty nodes, every pair of nonfaulty nodes u and v in Gf admits min{df(u), df (v)} node-disjoint paths in Gf from u to v, where df(u) and df(v) are the degrees of the nodes u and v in Gf. We show that popular network structures, such as hypercube and star networks, are strongly fault-tolerant. We develop efficient algorithms that construct the maximum number of node-disjoint paths of optimal or nearly optimal length in these networks with faulty nodes. Our algorithms are optimal in terms of their running time.
62212743
Resampling for face detection by self-adaptive genetic algorithm
Over the past ten years, face detection has been thoroughly studied in computer vision research for its interesting applications. However, all of the state-of-the-art statistical methods suffer from the data collection for training a classifier. This paper presents a self-adaptive genetic algorithm (GA)-based method to swell face database through re-sampling from the existing faces. The basic idea is that a face is composed of a limited components set, and the GA can simulate the procedure of heredity. This simulation can also cover the variations of faces in different lighting conditions, poses, accessories, and quality conditions. To verify the generalization capability of the proposed method, we also use the expanded database to train an Adaboost-based face detector and test it on the MIT+CMU frontal face test set. The experimental results show that the data collection can be efficiently speeded up by the proposed methods.
33412733
Learning a Hidden Graph Using O(log n) Queries Per Edge
We consider the problem of learning a general graph using edge-detecting queries. In this model, the learner may query whether a set of vertices induces an edge of the hidden graph. This model has been studied for particular classes of graphs by Kucherov and Grebinski [1] and Alon et al.[2], motivated by problems arising in genome sequencing. We give an adaptive deterministic algorithm that learns a general graph with n vertices and m edges using O(m log n) queries, which is tight up to a constant factor for classes of non-dense graphs. Allowing randomness, we give a 5-round Las Vegas algorithm using \(O(m {\rm log}n+\sqrt{m}{\rm log}^{2}n)\) queries in expectation. We give a lower bound of Ω((2m/r) r/2) for learning the class of non-uniform hypergraphs of dimension r with m edges. For the class of r-uniform hypergraphs with bounded degree d, where d≤ n 1/( r− − 1)/(2r 1 + 2/( r− − 1)), we give a non-adaptive Monte Carlo algorithm using O(dnlog n) queries, which succeeds with probability at least 1–n − − c, where c is any constant.
27797614
Interacting with Visible Human data using an ImmersaDesk
Interaction with medical volume data has often been difficult, due to the large memory and computational power required. By taking advantage of current high-end graphics hardware, we have developed a volumetric virtual environment that provides the ability to help people interact with the volumetric Visible Human data set. The application enables the user to explore the interior of a virtual human body in a natural and intuitive way.
15338297
Fast construction of overlay networks
An asynchronous algorithm is described for rapidly constructing an overlay network in a peer-to-peer system where all nodes can in principle communicate with each other directly through an underlying network, but each participating node initially has pointers to only a handful of other participants. The output of the mechanism is a linked list of all participants sorted by their identifiers, which can be used as a foundation for building various linear overlay networks such as Chord or skip graphs. Assuming the initial pointer graph is weakly-connected with maximum degree <i>d</i> and the length of a node identifier is <i>W</i>, the mechanism constructs a binary search tree of nodes of depth <i>O</i>(<i>W</i>) in expected <i>O</i>(<i>W</i> log <i>n</i>) time using expected <i>O</i>((<i>d</i>+<i>W</i>)<i>n</i> log <i>n</i>) messages of size <i>O</i>(<i>W</i>) each. Furthermore, the algorithm has low <i>contention</i>: at any time there are only <i>O</i>(<i>d</i>) undelivered messages for any given recipient. A lower bound of Ω(<i>d</i> + log <i>n</i>) is given for the running time of any procedure in a related synchronous model that yields a sorted list from a degree-<i>d</i> weakly-connected graph of <i>n</i> nodes. We conjecture that this lower bound is tight and could be attained by further improvements to our algorithms.
38658502
Learning by Discovering Problem Solving Heuristics Through Experience
The authors present a system, called SAFE (strategy acquisition from experience), which incorporates novel methods for discovering domain-dependent problem-solving heuristics. SAFE is implemented as a sorting system whose sorting strategies are represented as production rules. SAFE initially uses the insertion sort strategy to solve problems. After solving each given problem. SAFE learns symbolic rules from the solution path which is obtained by applying the existing heuristic information. By one or several processes of learning. SAFE is able to obtain the heuristics to sort new problems with minimum exchanges of elements. The notion of shortcut, an effective inductive learning bias for reducing the hypothesis space to be searched during learning, is introduced. >