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Wouter Meulemans

Publications and source records attributed to Wouter Meulemans.

32 records · Page 2Linked to original sources

Route Reconstruction from Traffic Flow via Representative Trajectories

Understanding human mobility is an important aspect of traffic analysis and urban planning. Trajectories provide detailed views on specific routes, but typically do not capture all traffic. Loop detectors capture all traffic flow at specific locations instead, but provide no information on individual routes. Given a set of loop-detector measurements and a set of representative trajectories, our goal is to investigate how one can effectively combine these two partial data sources to create a more complete picture of the underlying mobility. Specifically, we want to reconstruct a realistic set of routes from the loop-detector data, using the given trajectories as representatives of typical behavior. We model loop-detector data as a network flow that needs to be covered by the reconstructed routes and we capture realism of the routes via the Fréchet distance to the representatives. We prove that several forms of the resulting problem are NP-hard. Hence we explore heuristics that decompose the flow well while following the representatives to varying degrees. First we propose the Fréchet Routes (FR) heuristic which generates candidates routes with bounded Fréchet distance. Second we describe a variant of multi-commodity min-cost flow (MCMCF) which is loosely coupled to the trajectories. Lastly we consider global min-cost flow (GMCF) which is essentially agnostic to the representatives. We evaluate these approaches on synthetic and real-world trajectory data with a map-matched ground truth. We find that GMCF explains the flow best, but produces a large number of routes (significantly more than the ground truth); these routes are often nonsensical. MCMCF produces a large number of mostly realistic routes which explain the flow reasonably well. In contrast, FR produces significantly smaller sets of realistic routes that still explain the flow well, albeit with a higher running time.

cs.CG

Stability analysis of kinetic orientation-based shape descriptors

We study three orientation-based shape descriptors on a set of continuously moving points: the first principal component, the smallest oriented bounding box and the thinnest strip. Each of these shape descriptors essentially defines a cost capturing the quality of the descriptor and uses the orientation that minimizes the cost. This optimal orientation may be very unstable as the points are moving, which is undesirable in many practical scenarios. If we bound the speed with which the orientation of the descriptor may change, this may lower the quality of the resulting shape descriptor. In this paper we study the trade-off between stability and quality of these shape descriptors. We first show that there is no stateless algorithm, an algorithm that keeps no state over time, that both approximates the minimum cost of a shape descriptor and achieves continuous motion for the shape descriptor. On the other hand, if we can use the previous state of the shape descriptor to compute the new state, we can define "chasing" algorithms that attempt to follow the optimal orientation with bounded speed. We show that, under mild conditions, chasing algorithms with sufficient bounded speed approximate the optimal cost at all times for oriented bounding boxes and strips. The analysis of such chasing algorithms is challenging and has received little attention in literature, hence we believe that our methods used in this analysis are of independent interest.

cs.CG

Computing Stable Demers Cartograms

Cartograms are popular for visualizing numerical data for map regions. Maintaining correct adjacencies is a primary quality criterion for cartograms. When there are multiple data values per region (over time or different datasets) shown as animated or juxtaposed cartograms, preserving the viewer's mental-map in terms of stability between cartograms is another important criterion. We present a method to compute stable Demers cartograms, where each region is shown as a square and similar data yield similar cartograms. We enforce orthogonal separation constraints with linear programming, and measure quality in terms of keeping adjacent regions close (cartogram quality) and using similar positions for a region between the different data values (stability). Our method guarantees ability to connect most lost adjacencies with minimal leaders. Experiments show our method yields good quality and stability.

cs.CG

Geometry and Generation of a New Graph Planarity Game

We introduce a new abstract graph game, Swap Planarity, where the goal is to reach a state without edge intersections and a move consists of swapping the locations of two vertices connected by an edge. We analyze this puzzle game using concepts from graph theory and graph drawing, computational geometry, and complexity. Furthermore, we specify quality criteria for puzzle instances, and describe a method to generate high-quality instances. We also report on experiments that show how well this generation process works.

cs.CG

Drawing Planar Graphs with Few Geometric Primitives

We define the \emph{visual complexity} of a plane graph drawing to be the number of basic geometric objects needed to represent all its edges. In particular, one object may represent multiple edges (e.g., one needs only one line segment to draw a path with an arbitrary number of edges). Let $n$ denote the number of vertices of a graph. We show that trees can be drawn with $3n/4$ straight-line segments on a polynomial grid, and with $n/2$ straight-line segments on a quasi-polynomial grid. Further, we present an algorithm for drawing planar 3-trees with $(8n-17)/3$ segments on an $O(n)\times O(n^2)$ grid. This algorithm can also be used with a small modification to draw maximal outerplanar graphs with $3n/2$ edges on an $O(n)\times O(n^2)$ grid. We also study the problem of drawing maximal planar graphs with circular arcs and provide an algorithm to draw such graphs using only $(5n - 11)/3$ arcs. This is significantly smaller than the lower bound of $2n$ for line segments for a nontrivial graph class.

cs.CG

Experimental analysis of the accessibility of drawings with few segments

The visual complexity of a graph drawing is defined as the number of geometric objects needed to represent all its edges. In particular, one object may represent multiple edges, e.g., one needs only one line segment to draw two collinear incident edges. We study the question if drawings with few segments have a better aesthetic appeal and help the user to asses the underlying graph. We design an experiment that investigates two different graph types (trees and sparse graphs), three different layout algorithms for trees, and two different layout algorithms for sparse graphs. We asked the users to give an aesthetic ranking on the layouts and to perform a furthest-pair or shortest-path task on the drawings.

cs.CG

Short Plane Supports for Spatial Hypergraphs

A graph $G=(V,E)$ is a support of a hypergraph $H=(V,S)$ if every hyperedge induces a connected subgraph in $G$. Supports are used for certain types of hypergraph visualizations. In this paper we consider visualizing spatial hypergraphs, where each vertex has a fixed location in the plane. This is the case, e.g., when modeling set systems of geospatial locations as hypergraphs. By applying established aesthetic quality criteria we are interested in finding supports that yield plane straight-line drawings with minimum total edge length on the input point set $V$. We first show, from a theoretical point of view, that the problem is NP-hard already under rather mild conditions as well as a negative approximability results. Therefore, the main focus of the paper lies on practical heuristic algorithms as well as an exact, ILP-based approach for computing short plane supports. We report results from computational experiments that investigate the effect of requiring planarity and acyclicity on the resulting support length. Further, we evaluate the performance and trade-offs between solution quality and speed of several heuristics relative to each other and compared to optimal solutions.

cs.CG

The Painter's Problem: covering a grid with colored connected polygons

Motivated by a new way of visualizing hypergraphs, we study the following problem. Consider a rectangular grid and a set of colors $χ$. Each cell $s$ in the grid is assigned a subset of colors $χ_s \subseteq χ$ and should be partitioned such that for each color $c\in χ_s$ at least one piece in the cell is identified with $c$. Cells assigned the empty color set remain white. We focus on the case where $χ= \{\text{red},\text{blue}\}$. Is it possible to partition each cell in the grid such that the unions of the resulting red and blue pieces form two connected polygons? We analyze the combinatorial properties and derive a necessary and sufficient condition for such a painting. We show that if a painting exists, there exists a painting with bounded complexity per cell. This painting has at most five colored pieces per cell if the grid contains white cells, and at most two colored pieces per cell if it does not.

cs.CG

Four Soviets Walk the Dog-Improved Bounds for Computing the Fréchet Distance

Given two polygonal curves in the plane, there are many ways to define a notion of similarity between them. One popular measure is the Fréchet distance. Since it was proposed by Alt and Godau in 1992, many variants and extensions have been studied. Nonetheless, even more than 20 years later, the original $O(n^2 \log n)$ algorithm by Alt and Godau for computing the Fréchet distance remains the state of the art (here, $n$ denotes the number of edges on each curve). This has led Helmut Alt to conjecture that the associated decision problem is 3SUM-hard. In recent work, Agarwal et al. show how to break the quadratic barrier for the discrete version of the Fréchet distance, where one considers sequences of points instead of polygonal curves. Building on their work, we give a randomized algorithm to compute the Fréchet distance between two polygonal curves in time $O(n^2 \sqrt{\log n}(\log\log n)^{3/2})$ on a pointer machine and in time $O(n^2(\log\log n)^2)$ on a word RAM. Furthermore, we show that there exists an algebraic decision tree for the decision problem of depth $O(n^{2-\varepsilon})$, for some $\varepsilon > 0$. We believe that this reveals an intriguing new aspect of this well-studied problem. Finally, we show how to obtain the first subquadratic algorithm for computing the weak Fréchet distance on a word RAM.

cs.CG

Discretized Approaches to Schematization

To produce cartographic maps, simplification is typically used to reduce complexity of the map to a legible level. With schematic maps, however, this simplification is pushed far beyond the legibility threshold and is instead constrained by functional need and resemblance. Moreover, stylistic geometry is often used to convey the schematic nature of the map. In this paper we explore discretized approaches to computing a schematic shape $S$ for a simple polygon $P$. We do so by overlaying a plane graph $G$ on $P$ as the solution space for the schematic shape. Topological constraints imply that $S$ should describe a simple polygon. We investigate two approaches, simple map matching and connected face selection, based on commonly used similarity metrics. With the former, $S$ is a simple cycle $C$ in $G$ and we quantify resemblance via the Fréchet distance. We prove that it is NP-hard to compute a cycle that approximates the minimal Fréchet distance over all simple cycles in a plane graph $G$. This result holds even if $G$ is a partial grid graph, if area preservation is required and if we assume a given sequence of turns is specified. With the latter, $S$ is a connected face set in $G$, quantifying resemblance via the symmetric difference. Though the symmetric difference seems a less strict measure, we prove that it is NP-hard to compute the optimal face set. This result holds even if $G$ is full grid graph or a triangular or hexagonal tiling, and if area preservation is required. Moreover, it is independent of whether we allow the set of faces to have holes or not.

cs.CG

Mapping polygons to the grid with small Hausdorff and Fréchet distance

We show how to represent a simple polygon $P$ by a grid (pixel-based) polygon $Q$ that is simple and whose Hausdorff or Fréchet distance to $P$ is small. For any simple polygon $P$, a grid polygon exists with constant Hausdorff distance between their boundaries and their interiors. Moreover, we show that with a realistic input assumption we can also realize constant Fréchet distance between the boundaries. We present algorithms accompanying these constructions, heuristics to improve their output while keeping the distance bounds, and experiments to assess the output.

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Computing the Fréchet Distance with a Retractable Leash

All known algorithms for the Fréchet distance between curves proceed in two steps: first, they construct an efficient oracle for the decision version; second, they use this oracle to find the optimum from a finite set of critical values. We present a novel approach that avoids the detour through the decision version. This gives the first quadratic time algorithm for the Fréchet distance between polygonal curves in $R^d$ under polyhedral distance functions (e.g., $L_1$ and $L_\infty$). We also get a $(1+\varepsilon)$-approximation of the Fréchet distance under the Euclidean metric, in quadratic time for any fixed $\varepsilon > 0$. For the exact Euclidean case, our framework currently yields an algorithm with running time $O(n^2 \log^2 n)$. However, we conjecture that it may eventually lead to a faster exact algorithm.

cs.CG

Map Matching with Simplicity Constraints

We study a map matching problem, the task of finding in an embedded graph a path that has low distance to a given curve in R^2. The Fréchet distance is a common measure for this problem. Efficient methods exist to compute the best path according to this measure. However, these methods cannot guarantee that the result is simple (i.e. it does not intersect itself) even if the given curve is simple. In this paper, we prove that it is in fact NP-complete to determine the existence a simple cycle in a planar straight-line embedding of a graph that has at most a given Fréchet distance to a given simple closed curve. We also consider the implications of our proof on some variants of the problem.

cs.CG

Locally Correct Frechet Matchings

The Frechet distance is a metric to compare two curves, which is based on monotonous matchings between these curves. We call a matching that results in the Frechet distance a Frechet matching. There are often many different Frechet matchings and not all of these capture the similarity between the curves well. We propose to restrict the set of Frechet matchings to "natural" matchings and to this end introduce locally correct Frechet matchings. We prove that at least one such matching exists for two polygonal curves and give an O(N^3 log N) algorithm to compute it, where N is the total number of edges in both curves. We also present an O(N^2) algorithm to compute a locally correct discrete Frechet matching.

cs.CG