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42 records · Page 3Linked to original sources

Elastic Triangle Splatting

While neural rendering methods such as 3D Gaussian Splatting achieve remarkable visual fidelity, traditional polygonal meshes remain the backbone of established graphics pipelines. Triangle splatting bridges this gap by optimizing triangle primitives as differentiable splats, producing representations that are closer to mesh-based workflows. Central to these methods is the kernel function that softens triangle boundaries to propagate gradients to vertex positions. Existing triangle splatting methods make inconsistent choices of kernel functions, and analysis of these kernels' optimization behavior has been limited to unstructured triangle soups for novel-view synthesis. In this work, we consider triangle splatting as a generic tool for photometric optimization, comparing kernel properties through two complementary tasks: mesh optimization for shape reconstruction and triangle soup optimization for novel-view synthesis. Along with the analysis, we introduce an elastic kernel function that features bilateral gradient support across the boundary and an adaptive boundary value, which are shown to be essential for robust optimization. Under isolated comparison, our elastic kernel outperforms existing kernels on shape reconstruction and in the majority of novel-view synthesis benchmarks, demonstrating the importance of kernel design in the effectiveness and versatility of triangle splatting.

cs.CV↗

Smallest Enclosing Disk Queries Using Farthest-Point Voronoi Diagrams

Let $S$ be a set of $n$ points in $\mathbb{R}^2$. Our goal is to preprocess $S$ to efficiently compute the smallest enclosing disk of the points in $S$ that lie inside an axis-aligned query rectangle. Previous data structures for this problem achieve a query time of $O(\log^6 n)$ with $O(n \log^2 n)$ preprocessing time and space by lifting the points to 3D, dualizing them into polyhedra, and searching through their intersections. We present a significantly simpler approach, solely based on 2D geometric structures, specifically 2D farthest-point Voronoi diagrams. Our approach achieves a deterministic query time of $O(\log^4 n)$ and, via randomization, an expected query time of $O(\log^{5/2} n \log\log n)$ with the same preprocessing bounds.

cs.CG↗

Improved $\ell_0$-Isoperimetry for Convex Bodies via Mass Transport

We study $\ell_0$ isoperimetry for a convex body $K\subset \mathbb{R}^n$, $n\ge2$. For a Borel set $S\subset K$, let $\partial_0^K S$ be the set of points in $K \setminus S$ that can be reached from $S$ by changing at most one coordinate (i.e. the $\ell_0$ boundary of $S$). Suppose that, for some unconditional convex body $Q \subset \mathbb{R}^n$, numbers $r,R>0$, and possibly different centers $x_0,y_0$, \[ x_0+rQ \subset K\subset y_0+RQ. \] Writing $s=\text{vol}(S)/\text{vol}(K)$, we prove that whenever $0 0$ is an absolute constant. Consequently, the associated $\ell_0$-isoperimetric coefficient is at least $cr/(n^2R)$. Previous direct lower bounds were only known for $\ell_2$ and $\ell_\infty$ regularity whereas our lower bound holds directly for any $Q$-regularity, where $Q$ is an unconditional convex body. Compared to $\ell_2$ and $\ell_\infty$ regularity, our lower bound result improves upon the previously best known lower bounds, for any $s$, by a factor of $n$. As an application of our result, we give improved mixing time bounds for the Coordinate Hit and Run walk (CHAR). Our proof of the lower bound is based on a modification of the method of canonical paths applied to a continuous Hamming graph over our convex body. Our construction of canonical paths can be viewed as a suitable coordinate discretization of certain mass transport maps from $S$ to $S^c$. We also give complementary upper-bounds for any $Q$-regularity, with an overall factor of $n$ gap between the two.

math.FA↗

Condorcet-Winning Sets and Peer Selection in Planar Metric Elections

In ranked-choice voting, a Condorcet-winning set is a group of candidates for which no outside candidate is preferred to every member of the group by a majority of voters. We study Condorcet-winning sets in planar metric elections, where voters rank candidates according to their distance under a given norm. We formulate general metric elections, peer selection, and the one-round Voronoi game as instances of a two-player Stackelberg game and place these problems in a common hierarchy. We also introduce a new variant, which we call strong peer selection. Our main result concerns peer selection under the $\ell_1$ and $\ell_\infty$ norms. We prove that every planar instance admits a Condorcet-winning set of size at most three, even under strong peer selection. This follows from a new result for strong rectangular $\varepsilon$-nets. We show that, for every set of points in the plane, one can choose at most three input points that intersect every axis-parallel rectangle containing more than half of the points, improving the previous threshold of $9 / 16$ due to Ashok et al. Under the $\ell_2$ norm, we prove that every planar metric election admits a Condorcet-winning set of size at most four, improving on the general bound of five due to Song et al. Finally, we give new norm-independent bounds for the one-round Voronoi game.

cs.GT↗

Sampling for Region-Aggregated Spatial Scan Statistics

Anomaly detection in geospatial data is a crucial tool in geographic information science (GIS), with applications ranging from national security to public-health surveillance to the study of societal disparities. This work focuses on spatial scan statistics and addresses a key mismatch: spatial counts are typically aggregated into predefined regions (census tracts, zip codes, counties), whereas the most efficient scan algorithms operate on spatial point data. The standard remedy -- collapsing each region to its centroid, as in widely used tools such as SaTScan -- is convenient but, as we show, discards the region's spatial extent and causes a significant loss in statistical power. To resolve this, we propose a simple yet scalable fix: replace each spatial region with 20-50 points sampled uniformly from its geometry, and divide the region's measured and baseline counts evenly among them. This approach improves statistical power while maintaining computational tractability. A convergence analysis explains why so few samples per region suffice. We recommend this sampling-based conversion as the default way to apply point-based spatial scan statistics to region-aggregated data for anomaly detection.

stat.AP↗

On a Geometry of Interbrain Networks

Effective analysis in neuroscience benefits significantly from robust conceptual frameworks. Traditional metrics of interbrain synchrony in social neuroscience typically depend on fixed, correlation-based approaches, restricting their explanatory capacity to descriptive observations. Inspired by the successful integration of geometric insights in network science, we propose leveraging discrete geometry to examine the dynamic reconfigurations in neural interactions during social exchanges. Unlike conventional synchrony approaches, our method interprets inter-brain connectivity changes through the evolving geometric structures of neural networks. This geometric framework is realized through a pipeline that identifies critical transitions in network connectivity using entropy metrics derived from curvature distributions. By doing so, we significantly enhance the capacity of hyperscanning methodologies to uncover underlying neural mechanisms in interactive social behavior.

q-bio.NC↗