29567956
Curve reconstruction from noisy samples
5724521
Motorcycle Graphs and Straight Skeletons
We present a new algorithm to compute motorcycle graphs. It runs in $O(n \sqrt{n}\log n)$ time when n is the number of motorcycles. We give a new characterization of the straight skeleton of a nondegenerate polygon. For a polygon with n vertices and h holes, we show that it yields a randomized algorithm that reduces the straight skeleton computation to a motorcycle graph computation in expected $O(n\sqrt{h+1}\log^2 n)$ time. Combining these results, we can compute the straight skeleton of a nondegenerate polygon with h holes and with n vertices, among which r are reflex vertices, in $O(n\sqrt{h+1}\log^2 n+r \sqrt{r} \log r)$ expected time. In particular, we cancompute the straight skeleton of a nondegenerate polygon with n vertices in $O(n\sqrt{n}\log^2n)$ expected time.
359856
Curve reconstruction from noisy samples
We present an algorithm to reconstruct a collection of disjoint smooth closed curves from n noisy samples. Our noise model assumes that the samples are obtained by first drawing points on the curves according to a locally uniform distribution followed by a uniform perturbation of each point in the normal direction with a magnitude smaller than the minimum local feature size. The reconstruction is faithful with a probability that approaches 1 as n increases.We expect that our approach can lead to provable algorithms under less restrictive noise models and for handling non-smooth features.
2549315
Quality meshing with weighted Delaunay refinement
Delaunay meshes with bounded circumradius to shortest edge length ratio have been proposed in the past for quality meshing. The only poor quality tetrahedra called slivers that can occur in such a mesh can be eliminated by the sliver exudation method. This method has been shown to work for periodic point sets, but not with boundaries. Recently a randomized point-placement strategy has been proposed to remove silvers while conforming to a given boundary. In this paper we present a deterministic algorithm for generating a weighted Delaunay mesh which respects the input boundary and has no poor quality tetrahedron including silvers. This success is achieved by combining the weight pumping method for sliver exudation and the Delaunay refinement method for boundary conformation. We show that an incremental weight pumping can be mixed seamlessly with vertex insertions in our weighted Delaunay refinement paradigm.
5215240
Sliver exudation
A sliver is a tetrahedron whose four vertices lie close to a plane and whose projection to that plane is a convex quadrilateral with no short edge. Slivers are notoriously common in 3-dimensional Delaunay triangulations even for well-spaced point sets. We show that if the Delaunay triangulation has the ratio property introduced in [15] then there is an assignment of weights so the weighted Delaunay triangulation contains no slivers. We also give an algorithm to compute such a weight assignment.
2623430
Manifold reconstruction from point samples
We present an algorithm to "reconstruct" a smooth <i>k</i>-dimensional manifold <i>M</i> embedded in an Euclidean space R<sup>d</sup> from a "sufficiently dense" point sample from the manifold. The algorithm outputs a simplicial manifold that is homeomorphic and geometrically close to <i>M.</i> The running time is <i>O</i>(<i>n</i> log <i>n</i>) where <i>n</i> is the number of points in the sample (the multiplicative constant depends exponentially on the dimension though).
19385806
Lossy-to-lossless compression of medical volumetric data using three-dimensional integer wavelet transforms
We study lossy-to-lossless compression of medical volumetric data using three-dimensional (3-D) integer wavelet transforms. To achieve good lossy coding performance, it is important to have transforms that are unitary. In addition to the lifting approach, we first introduce a general 3-D integer wavelet packet transform structure that allows implicit bit shifting of wavelet coefficients to approximate a 3-D unitary transformation. We then focus on context modeling for efficient arithmetic coding of wavelet coefficients. Two state-of-the-art 3-D wavelet video coding techniques, namely, 3-D set partitioning in hierarchical trees (Kim et al., 2000) and 3-D embedded subband coding with optimal truncation (Xu et al., 2001), are modified and applied to compression of medical volumetric data, achieving the best performance published so far in the literature-both in terms of lossy and lossless compression.
751641
Market-Based Resource Allocation for Information-Collection Scenarios
Dynamic decentralized resource allocation for information-collection can play a critical role in emergency scenarios. We explore two simplified scenarios for information-collection, and define market games for allocating resources to interdependent tasks. Experiments with a market game for disaster-response illustrate our general methodology for analyzing strategic interactions in such an environment.
20227157
Trellis coded color quantization of images
We examine color quantization of images using trellis coded quantization (TCQ). Together with a simple dithering scheme, an 8-bit trellis coded color quantizer reproduces images that are visually indistinguishable from the 24-bit originals. The proposed algorithm can be viewed as a predictive trellis coded color quantization scheme. It is universal in the sense that no training or lookup table is needed. The complexity of TCQ is linear with respect to image size, making trellis coded color quantization suitable for interactive graphics and a window-based display environment.
1223930
Approximate Strategic Reasoning through Hierarchical Reduction of Large Symmetric Games
To deal with exponential growth in the size of a game with the number of agents, we propose an approximation based on a hierarchy of reduced games. The reduced game achieves savings by restricting the number of agents playing any strategy to fixed multiples. We validate the idea through experiments on randomly generated local-effect games. An extended application to strategic reasoning about a complex trading scenario motivates the approach, and demonstrates methods for game-theoretic reasoning over incompletely-specified games at multiple levels of granularity. Motivation Consider the task of selecting among a large set of strategies to play in an 8-player game. Through careful judgment you manage to narrow down the candidates to a reasonable number of strategies (say 35). Because the performance of a strategy for one agent depends on the strategies of the other seven, you wish to undertake a game-theoretic analysis of the situation. Determining the payoff for a particular strategy profile is expensive, however, as your observations of prior game instances are quite limited, and the only operational description of the game is in the form of a simulator that takes a non-negligible time (say 10 minutes) to produce one outcome. Moreover, since the environment is stochastic, numerous samples (say 12) are required to produce a reliable estimate for even one profile. At two hours per profile, ex
117206
On Integrated Location and Service Management for Minimizing Network Cost in Personal Communication Systems
We investigate the notion of per-user integrated location and service management in personal communication service (PCS) networks by which a Per-user service proxy is created to serve as a gateway between the mobile user and all client-server applications engaged by the mobile user. The service proxy is always colocated with the mobile user's location database such that whenever the MU's location database moves during a location handoff, a service handoff also ensues to colocate the service proxy with the location database. This allows the proxy to know the location of the mobile user all the time to reduce the network communication cost for service delivery. We investigate four integrated location and service management schemes. Our results show that the centralized scheme performs the best when the mobile user's SMR (service to mobility ratio) is low and CMR (call to mobility ratio) is high, while the fully distributed scheme performs the best when both SMR and CMR are high. In all other conditions, the dynamic anchor scheme is the best except when the service context transfer cost is high, under which the static anchor scheme performs the best. Through analytical and simulation results, we demonstrate that different users with vastly different mobility and service patterns should adopt different integrated location and service management methods to optimize system performance. Further, the best integrated scheme always performs better than the best decoupled scheme that considers location and service managements separately and management schemes that do not use any service proxy