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Sylvain Meunier

Publications and source records attributed to Sylvain Meunier.

2 recordsLinked to original sources

Two-Layer Drawings with a Tree on Top: Vertex Splits and Fixed-Parameter Algorithms

Two-layer drawings of bipartite graphs place the vertices of each part on one of two parallel lines and draw the edges as straight-line links. Traditionally, the optimization goal is to find vertex permutations on one or both layers that minimize the induced number of edge crossings. This problem is NP-hard, and crossing-minimal solutions may still contain many crossings. Recently, there has been growing interest in an orthogonal optimization goal, namely removing all crossings by vertex splitting, i.e., replacing original vertices by two or more copies and distributing the adjacencies among them. In this paper, we study a natural extension of the two-layer vertex splitting problem in which the vertex order on one layer is constrained by a given auxiliary tree $T$, motivated by applications such as the visualization of anatomical hierarchies in the Human Reference Atlas. We investigate the parameterized complexity of this problem and obtain two main contributions: (1) a fixed-parameter algorithm with respect to the number $k$ of splits, and (2) an ETH-tight single-exponential fixed-parameter algorithm with respect to the maximum degree of $T$. Moreover, we build on the latter result to obtain an ETH-tight single-exponential algorithm for the classical unconstrained version of the problem, improving upon the previous $O^*(2^{k\cdot \log k})$ algorithms. Finally, we also implement our algorithm and show that it performs well in practice.

cs.CG

GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination

Real-time global illumination is key to enabling more dynamic and physically realistic worlds in performance-critical applications such as games or any other applications with real-time constraints.Hardware-accelerated ray tracing in modern GPUs allows arbitrary intersection queries against the geometry, making it possible to evaluate indirect lighting entirely at runtime. However, only a small number of rays can be traced at each pixel to maintain high framerates at ever-increasing image resolutions. Existing solutions, such as probe-based techniques, approximate the irradiance signal at the cost of a few rays per frame but suffer from a lack of details and slow response times to changes in lighting. On the other hand, reservoir-based resampling techniques capture much more details but typically suffer from poorer performance and increased amounts of noise, making them impractical for the current generation of hardware and gaming consoles. To find a balance that achieves high lighting fidelity while maintaining a low runtime cost, we propose a solution that dynamically estimates global illumination without needing any content preprocessing, thus enabling easy integration into existing real-time rendering pipelines.

cs.GR