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Jean-Marie Favreau

Publications and source records attributed to Jean-Marie Favreau.

3 recordsLinked to original sources

Lozenge Tiling by Computing Distances

The Calisson puzzle is a tiling puzzle in which one must tile a triangular grid inside a hexagon with lozenges, under the constraint that certain prescribed edges remain tile boundaries and that adjacent lozenges along these edges have different orientations. We present the first polynomial-time algorithm for this problem, with cubic running time. This algorithm, called the advancing surface algorithm, can be executed in a simple and intuitive way, even by hand with a pencil and an eraser. Its apparent simplicity conceals a deeper algorithmic reinterpretation of the classical ideas of John Conway and William Thurston, revisited here from a theoretical computer science perspective. We introduce a graph-theoretic overlay based on directed cuts and systems of difference constraints that complements Thurston's theory of lozenge tilings and makes its algorithmic structure explicit. In Thurston's approach, lozenge tilings are lifted to monotone stepped surfaces in the three-dimensional cubic lattice and projected back to the plane using height functions, reducing tilability to the computation of heights. We show that selecting a monotone surface corresponds to selecting a directed cut in a periodic directed graph, while height functions arise as solutions of a system of difference constraints. In this formulation, a region is tilable if and only if the associated weighted directed graph contains no cycle of strictly negative weight. This additional graph layer shows that the Bellman-Ford algorithm suffices to decide feasibility and compute solutions. In particular, our framework allows one to decide whether the infinite triangular grid can be tiled while respecting a finite set of prescribed local constraints, even in the absence of boundary conditions.

cs.CG

The Calissons Puzzle

In 2022, Olivier Longuet, a French mathematics teacher, created a game called the \textit{calissons puzzle}. Given a triangular grid in a hexagon and some given edges of the grid, the problem is to find a calisson tiling such that no input edge is overlapped and calissons adjacent to an input edge have different orientations. We extend the puzzle to regions $R$ that are not necessarily hexagonal. The first interesting property of this puzzle is that, unlike the usual calisson or domino problems, it is solved neither by a maximal matching algorithm, nor by Thurston's algorithm. This raises the question of its complexity. We prove that if the region $R$ is finite and simply connected, then the puzzle can be solved by an algorithm that we call the \textit{advancing surface algorithm} and whose complexity is $O(|\partial R|^3)$ where $\partial R|$ is the size of the boundary of the region $R$. In the case where the region is the entire infinite triangular grid, we prove that the existence of a solution can be solved with an algorithm of complexity $O(|X|^3)$ where $X$ is the set of input edges. To prove these theorems, we revisit William Thurston's results on the calisson tilability of a region $R$. The solutions involve equivalence between calisson tilings, stepped surfaces and certain DAG cuts that avoid passing through a set of edges that we call \textit{unbreakable}. It allows us to generalize Thurston's theorem characterizing tilable regions by rewriting it in terms of descending paths or absorbing cycles. Thurston's algorithm appears as a distance calculation algorithm following Dijkstra's paradigm. The introduction of a set $X$ of interior edges introduces negative weights that force a Bellman-Ford strategy to be preferred. These results extend Thurston's legacy by using computer science structures and algorithms.

cs.CG

3D Geometric salient patterns analysis on 3D meshes

Pattern analysis is a wide domain that has wide applicability in many fields. In fact, texture analysis is one of those fields, since the texture is defined as a set of repetitive or quasi-repetitive patterns. Despite its importance in analyzing 3D meshes, geometric texture analysis is less studied by geometry processing community. This paper presents a new efficient approach for geometric texture analysis on 3D triangular meshes. The proposed method is a scale-aware approach that takes as input a 3D mesh and a user-scale. It provides, as a result, a similarity-based clustering of texels in meaningful classes. Experimental results of the proposed algorithm are presented for both real-world and synthetic meshes within various textures. Furthermore, the efficiency of the proposed approach was experimentally demonstrated under mesh simplification and noise addition on the mesh surface. In this paper, we present a practical application for semantic annotation of 3D geometric salient texels.

cs.CV