68-XX COMPUTER SCIENCE (For papers involving machine computations and programs in a specific mathematical area, see Section -04 in that area)
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Simulations of the critical Ising model by means of local update algorithms suffer from critical slowing down. One way to partially compensate for the influence of this phenomenon on the runtime of simulations is using increasingly faster and parallel computer hardware. Another approach is using algorithms that do not suffer
from critical slowing down, such as cluster algorithms. This paper reports on the Swendsen-Wang multi-cluster algorithm on Intel Xeon Phi coprocessor 5110P, Nvidia Tesla M2090 GPU, and x86
multi-core CPU. We present shared memory versions of the said algorithm for the simulation of the two- and three-dimensional Ising model. We use a combination of local cluster search and global label reduction by means of atomic hardware primitives. Further, we
describe an MPI version of the algorithm on Xeon Phi and CPU, respectively. Significant performance improvements over known im
plementations of the Swendsen-Wang algorithm are demonstrated.
We propose a novel GPU-based approach to render virtual X-ray projections of deformable tetrahedral meshes. These meshes represent the shape and the internal density distribution of a particular anatomical structure and are derived from statistical shape and intensity models (SSIMs). We apply our method to improve the geometric reconstruction of 3D anatomy (e.g.\ pelvic bone) from 2D X-ray images. For that purpose, shape and density of a tetrahedral mesh are varied and virtual X-ray projections are generated within an optimization process until the similarity between the computed virtual X-ray and the respective anatomy depicted in a given clinical X-ray is maximized. The OpenGL implementation presented in this work deforms and projects tetrahedral meshes of high resolution (200.000+ tetrahedra) at interactive rates. It generates virtual X-rays that accurately depict the density distribution of an anatomy of interest. Compared to existing methods that accumulate X-ray attenuation in deformable meshes, our novel approach significantly boosts the deformation/projection performance. The proposed projection algorithm scales better with respect to mesh resolution and complexity of the density distribution, and the combined deformation and projection on the GPU scales better with respect to the number of deformation parameters. The gain in performance allows for a larger number of cycles in the optimization process. Consequently, it reduces the risk of being stuck in a local optimum. We believe that our approach contributes in orthopedic surgery, where 3D anatomy information needs to be extracted from 2D X-rays to support surgeons in better planning joint replacements.
This paper proposes a new method for probabilistic analysis of online algorithms. It is based on the notion of stochastic dominance. We develop the method for
the online bin coloring problem introduced by Krumke et al (2008). Using methods for the stochastic
comparison of Markov chains we establish the result that the performance of the online algorithm GreedyFit is stochastically better than the performance of the algorithm OneBin for any number of items processed. This result gives a more realistic
picture than competitive analysis and explains the behavior observed in simulations.
In the last 20 years competitive analysis has become the main tool for
analyzing the quality of online algorithms. Despite of this,
competitive analysis has also been criticized: It sometimes cannot
discriminate between algorithms that exhibit significantly different
empirical behavior, or it even favors an algorithm that is worse from
an empirical point of view. Therefore, there have been several
approaches to circumvent these drawbacks. In this survey, we discuss
probabilistic alternatives for competitive analysis.
In this paper we assess to which extent trenching costs of an FTTx network are unavoidable, even if technical side constraints are neglected. For that purpose we present an extended Steiner tree model. Using a variety of realistic problem instances we demonstrate that the total trenching cost can only be reduced by about 5 percent in realistic scenarios. This work has been funded by BMBF (German Federal Ministry of Education and Research) within the program "KMU-innovativ".
Radiologists from all application areas are trained to read slice-based visualizations of 3D medical image data. Despite the numerous
examples of sophisticated three-dimensional renderings, especially all variants of direct volume rendering, such methods are
often considered not very useful by radiologists who prefer slice-based visualization. Just recently there have been attempts to bridge this
gap between 2D and 3D renderings. These attempts include specialized techniques for volume picking that result in repositioning slices.
In this paper, we present a new volume picking technique that, in contrast to previous work, does not require pre-segmented data or metadata. The positions picked by our method are solely based on the data itself, the transfer function and,
most importantly, on the way the volumetric rendering is perceived by viewers. To demonstrate the usefulness of the proposed method
we apply it for automatically
repositioning slices in an abdominal MRI
scan, a data set from a flow simulation and a number of other volumetric scalar fields. Furthermore we discuss how the method can be implemented in combination with various different volumetric rendering techniques.
We present a level of detail method for trees based on ellipsoids and lines. We leverage the Expectation Maximization algorithm with a Gaussian Mixture Model to create a hierarchy of high-quality leaf clusterings, while the branches are simplified using agglomerative bottom-up clustering to preserve the connectivity. The simplification runs in a preprocessing step and requires no human interaction. For a fly by over and through a scene of 10k trees, our method renders on average at 40 ms/frame, up to 6 times faster than billboard clouds with comparable artifacts.