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Marshall Bern

Publications and source records attributed to Marshall Bern.

12 recordsLinked to original sources

Optimized Color Gamuts for Tiled Displays

We consider the problem of finding a large color space that can be generated by all units in multi-projector tiled display systems. Viewing the problem geometrically as one of finding a large parallelepiped within the intersection of multiple parallelepipeds, and using colorimetric principles to define a volume-based objective function for comparing feasible solutions, we develop an algorithm for finding the optimal gamut in time O(n^3), where n denotes the number of projectors in the system. We also discuss more efficient quasiconvex programming algorithms for alternative objective functions based on maximizing the quality of the color space extrema.

cs.CG

Moebius-Invariant Natural Neighbor Interpolation

We propose an interpolation method that is invariant under Moebius transformations; that is, interpolation followed by transformation gives the same result as transformation followed by interpolation. The method uses natural (Delaunay) neighbors, but weights neighbors according to angles formed by Delaunay circles.

cs.CG

Flipping Cubical Meshes

We define and examine flip operations for quadrilateral and hexahedral meshes, similar to the flipping transformations previously used in triangular and tetrahedral mesh generation.

cs.CG

Ununfoldable Polyhedra with Convex Faces

Unfolding a convex polyhedron into a simple planar polygon is a well-studied problem. In this paper, we study the limits of unfoldability by studying nonconvex polyhedra with the same combinatorial structure as convex polyhedra. In particular, we give two examples of polyhedra, one with 24 convex faces and one with 36 triangular faces, that cannot be unfolded by cutting along edges. We further show that such a polyhedron can indeed be unfolded if cuts are allowed to cross faces. Finally, we prove that ``open'' polyhedra with triangular faces may not be unfoldable no matter how they are cut.

cs.CG

Optimization Over Zonotopes and Training Support Vector Machines

We make a connection between classical polytopes called zonotopes and Support Vector Machine (SVM) classifiers. We combine this connection with the ellipsoid method to give some new theoretical results on training SVMs. We also describe some special properties of soft margin C-SVMs as parameter C goes to infinity.

cs.CG

Optimal Moebius Transformations for Information Visualization and Meshing

We give linear-time quasiconvex programming algorithms for finding a Moebius transformation of a set of spheres in a unit ball or on the surface of a unit sphere that maximizes the minimum size of a transformed sphere. We can also use similar methods to maximize the minimum distance among a set of pairs of input points. We apply these results to vertex separation and symmetry display in spherical graph drawing, viewpoint selection in hyperbolic browsing, element size control in conformal structured mesh generation, and brain flat mapping.

cs.CG

Computing the Depth of a Flat

We give algorithms for computing the regression depth of a k-flat for a set of n points in R^d. The running time is O(n^(d-2) + n log n) when 0 < k < d-1, faster than the best time bound for hyperplane regression or for data depth.

cs.CG

Multivariate Regression Depth

The regression depth of a hyperplane with respect to a set of n points in R^d is the minimum number of points the hyperplane must pass through in a rotation to vertical. We generalize hyperplane regression depth to k-flats for any k between 0 and d-1. The k=0 case gives the classical notion of center points. We prove that for any k and d, deep k-flats exist, that is, for any set of n points there always exists a k-flat with depth at least a constant fraction of n. As a consequence, we derive a linear-time (1+epsilon)-approximation algorithm for the deepest flat.

cs.CG

Emerging Challenges in Computational Topology

Here we present the results of the NSF-funded Workshop on Computational Topology, which met on June 11 and 12 in Miami Beach, Florida. This report identifies important problems involving both computation and topology.

cs.CG

Quadrilateral Meshing by Circle Packing

We use circle-packing methods to generate quadrilateral meshes for polygonal domains, with guaranteed bounds both on the quality and the number of elements. We show that these methods can generate meshes of several types: (1) the elements form the cells of a Voronoi diagram, (2) all elements have two opposite right angles, (3) all elements are kites, or (4) all angles are at most 120 degrees. In each case the total number of elements is O(n), where n is the number of input vertices.

cs.CG

Regression Depth and Center Points

We show that, for any set of n points in d dimensions, there exists a hyperplane with regression depth at least ceiling(n/(d+1)). as had been conjectured by Rousseeuw and Hubert. Dually, for any arrangement of n hyperplanes in d dimensions there exists a point that cannot escape to infinity without crossing at least ceiling(n/(d+1)) hyperplanes. We also apply our approach to related questions on the existence of partitions of the data into subsets such that a common plane has nonzero regression depth in each subset, and to the computational complexity of regression depth problems.

cs.CG

Optimal Point Placement for Mesh Smoothing

We study the problem of moving a vertex in an unstructured mesh of triangular, quadrilateral, or tetrahedral elements to optimize the shapes of adjacent elements. We show that many such problems can be solved in linear time using generalized linear programming. We also give efficient algorithms for some mesh smoothing problems that do not fit into the generalized linear programming paradigm.

cs.CG