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Unions finies de boules avec marges interne et externe / Finite unions of balls with inner and outer marginsNguyen, Tuong 27 March 2018 (has links)
Représenter un objet géométrique complexe par un ensemble de primitives simples est une tâche souvent fondamentale, que ce soit pour la reconstruction et la réparation de données, ou encore pour faciliter la visualisation ou la manipulation des données. Le choix de la ou les primitives, ainsi que celui de la méthode d'approximation, impactent fortement les propriétés de la représentation de forme qui sera obtenue.Dans cette thèse, nous utilisons les boules comme seule primitive. Nous prenons ainsi un grand soin à décrire les unions finies de boules et leur structure. Pour cela, nous nous reposons sur les faisceaux de boules. En particulier, nous aboutissons à une description valide en toute dimension, sans hypothèse de position générale. En chemin, nous obtenons également plusieurs résultats portant sur les tests d'inclusion locale et globale dans une union de boules.Nous proposons également une nouvelle méthode d'approximation par union finie de boules, l'approximation par boules à (delta,epsilon)-près. Cette approche contraint l'union de boules à couvrir un sous-ensemble de la forme d'origine (précisément, un epsilon-érodé), tout en étant contenu dans un sur-ensemble de la forme (un delta-dilaté). En nous appuyant sur nos précédents résultats portant sur les unions de boules, nous démontrons plusieurs propriétés de ces approximations. Nous verrons ainsi que calculer une approximation par boules à (delta,epsilon)-près qui soit de cardinal minimum est un problème NP-complet. Pour des formes simples dans le plan, nous présentons un algorithme polynomial en temps et en espace qui permet de calculer ces approximations de cardinal minimum. Nous concluons par une généralisation de notre méthode d'approximation pour une plus large variété de sous-ensembles et sur-ensembles. / Describing a complex geometric shape with a set of simple primitives is often a fundamental task for shape reconstruction, visualization, analysis and manipulation. The type of primitives, as well as the choice of approximation scheme, both greatly impact the properties of the resulting shape representation.In this PhD, we focus on balls as primitives. Using pencils of balls, we carefully describe finite unions of balls and their structure. In particular, our description holds in all dimension without assuming general position. On our way, we also establish various results and tools to test local and global inclusions within these unions.We also propose a new approximation scheme by union of balls, the (delta,epsilon)-ball approximation. This scheme constrains the approximation to cover a core subset of the original shape (specifically, an epsilon-erosion), while being contained within a superset of the shape (a delta-dilation). Using our earlier results regarding finite unions of balls, we prove several properties of these approximations. We show that computing a cardinal minimum (delta,epsilon)-ball approximation is an NP-complete problem. For simple planar shapes however, we present a polynomial time and space algorithm that outputs a cardinal minimum approximation. We then conclude by generalizing the approximation scheme to a wider range of core subsets and bounding supersets.
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[en] GEOMETRIC DISCRETE MORSE COMPLEXES / [pt] COMPLEXOS DE MORSE DISCRETOS E GEOMÉTRICOSTHOMAS LEWINER 26 October 2005 (has links)
[pt] A geometria diferencial descreve de maneira intuitiva os
objetos suaves no
espaço. Porém, com a evolução da modelagem geométrica por
computador,
essa ferramenta se tornou ao mesmo tempo necessária e
difícil de se
descrever no mundo discreto. A teoria de Morse ficou
importante pela
ligação que ela cria entre a topologia e a geometria
diferenciais. Partindo
de um ponto de vista mais combinatório, a teoria de Morse
discreta de
Forman liga de forma rigorosa os objetos discretos à
topologia deles, abrindo
essa teoria para estruturas discretas. Este trabalho
propõe uma definição
construtiva de funções de Morse geométricas no mundo
discreto e do
complexo de Morse-Smale correspondente, onde a geometria é
definida como
a amostragem de uma função suave nos vértices da estrutura
discreta. Essa
construção precisa de cálculos de homologia que se
tornaram por si só uma
melhoria significativa dos métodos existentes. A
decomposição de Morse-
Smale resultante pode ser eficientemente computada e usada
para aplicações
de cálculo da persistência, geração de grafos de Reeb,
remoção de ruído e
mais. . . / [en] Differential geometry provides an intuitive way of
understanding smooth
objects in the space. However, with the evolution of
geometric modeling
by computer, this tool became both necessary and difficult
to transpose to
the discrete setting. The power of Morse theory relies on
the link it created
between differential topology and geometry. Starting from a
combinatorial
point of view, Forman´s discrete Morse theory relates
rigorously discrete
objects to their topology, opening Morse theory to discrete
structures.
This work proposes a constructive definition of geometric
discrete Morse
functions and their corresponding discrete Morse-Smale
complexes, where
the geometry is defined as a smooth function sampled on the
vertices of the
discrete structure. This construction required some
homology computations
that turned out to be a significant improvement over
existing methods
by itself. The resulting Morse-Smale decomposition can then
be efficiently
computed, and used for applications to persistence
computation, Reeb graph
generation, noise removal. . .
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Delaunay Graphs for Various Geometric ObjectsAgrawal, Akanksha January 2014 (has links) (PDF)
Given a set of n points P ⊂ R2, the Delaunay graph of P for a family of geometric objects C is a graph defined as follows: the vertex set is P and two points p, p' ∈ P are connected by an edge if and only if there exists some C ∈ C containing p, p' but no other point of P. Delaunay graph of circle is often called as Delaunay triangulation as each of its inner face is a triangle if no three points are co-linear and no four points are co-circular. The dual of the Delaunay triangulation is the Voronoi diagram, which is a well studied structure. The study of graph theoretic properties on Delaunay graphs was motivated by its application to wireless sensor networks, meshing, computer vision, computer graphics, computational geometry, height interpolation, etc.
The problem of finding an optimal vertex cover on a graph is a classical NP-hard problem. In this thesis we focus on the vertex cover problem on Delaunay graphs for geometric objects like axis-parallel slabs and circles(Delaunay triangulation).
1. We consider the vertex cover problem on Delaunay graph of axis-parallel slabs. It turns out that the Delaunay graph of axis-parallel slabs has a very special property
— its edge set is the union of two Hamiltonian paths. Thus, our problem reduces to solving vertex cover on the class of graphs whose edge set is simply the union of two Hamiltonian Paths. We refer to such a graph as a braid graph.
Despite the appealing structure, we show that deciding k-vertex cover on braid graphs is NP-complete. This involves a rather intricate reduction from the problem of finding a vertex cover on 2-connected cubic planar graphs.
2. Having established the NP-hardness of the vertex cover problem on braid graphs,
we pursue the question of improved fixed parameter algorithms on braid graphs.
The best-known algorithm for vertex cover on general graphs has a running time
of O(1.2738k + kn) [CKX10]. We propose a branching based fixed parameter
tractable algorithm with running time O⋆(1.2637k) for graphs with maximum degree
bounded by four. This improves the best known algorithm for this class,
which surprisingly has been no better than the algorithm for general graphs. Note
that this implies faster algorithms for the class of braid graphs (since they have
maximum degree at most four).
3. A triangulation is a 2-connected plane graph in which all the faces except possibly
the outer face are triangles, we often refer to such graphs as triangulated graphs. A
chordless-NST is a triangulation that does not have chords or separating triangles
(non-facial triangles).
We focus on the computational problem of optimal vertex covers on triangulations,
specifically chordless-NST. We call a triangulation Delaunay realizable if it
is combinatorially equivalent to some Delaunay triangulation. Characterizations of
Delaunay triangulations have been well studied in graph theory. Dillencourt and
Smith [DS96] showed that chordless-NSTs are Delaunay realizable. We show that
for chordless-NST, deciding the vertex cover problem is NP-complete. We prove
this by giving a reduction from vertex cover on 3-connected, triangle free planar
graph to an instance of vertex cover on a chordless-NST.
4. If the outer face of a triangulation is also a triangle, then it is called a maximal
planar graph. We prove that the vertex cover problem is NP-complete on maximal
planar graphs by reducing an instance of vertex cover on a triangulated graph to
an instance of vertex cover on a maximal planar graph.
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From confusion noise to active learning : playing on label availability in linear classification problems / Du bruit de confusion à l’apprentissage actif : jouer sur la disponibilité des étiquettes dans les problèmes de classification linéaireLouche, Ugo 04 July 2016 (has links)
Les travaux présentés dans cette thèse relèvent de l'étude des méthodes de classification linéaires, c'est à dire l'étude de méthodes ayant pour but la catégorisation de données en différents groupes à partir d'un jeu d'exemples, préalablement étiquetés, disponible en amont et appelés ensemble d'apprentissage. En pratique, l'acquisition d'un tel ensemble d'apprentissage peut être difficile et/ou couteux, la catégorisation d'un exemple étant de fait plus ardu que l'obtention de dudit exemple. Cette disparité entre la disponibilité des données et notre capacité à constituer un ensemble d'apprentissage étiqueté a été un des problèmes centraux de l'apprentissage automatique et ce manuscrit s’intéresse à deux solutions usuellement considérées pour contourner ce problème : l'apprentissage en présence de données bruitées et l'apprentissage actif. / The works presented in this thesis fall within the general framework of linear classification, that is the problem of categorizing data into two or more classes based on on a training set of labelled data. In practice though acquiring labeled examples might prove challenging and/or costly as data are inherently easier to obtain than to label. Dealing with label scarceness have been a motivational goal in the machine learning literature and this work discuss two settings related to this problem: learning in the presence of noise and active learning.
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Arrangements 2D pour la Cartographie de l’Espace Public et des Transports / 2D Arrangements for Public Space Mapping and TransportationYirci, Murat 15 April 2016 (has links)
Cette thèse porte sur le développement facilité d'applications de cartographie et de transport, plus particulièrement sur la génération de réseaux piétonniers pour des applications telles que la navigation, le calcul d'itinéraires, l'analyse d'accessibilité et l'urbanisme. Afin d'atteindre ce but, nous proposons un modèle de données à deux couches qui cartographie l'espace public dans une hiérarchie d'objets géospatiaux sémantisés. A bas niveau, la géométrie 2D des objets géospatiaux est représentée par une partition planaire, modélisée par une structure topologique d'arrangement 2D. Cette représentation permet des traitements géométriques efficaces et efficients, ainsi qu'une maintenance et une validation aisée au fur et à mesure des éditions lorsque la géométrie ou la topologie d'un objet sont modifiées. A haut niveau, les aspects sémantiques et thématiques des objets géospatiaux sont modélisés et gérés. La hiérarchie entre ces objets est maintenue à travers un graphe dirigé acyclique dans lequel les feuilles correspondent à des primitives géométriques de l'arrangement 2D et les noeuds de plus haut niveau représentent les objets géospatiaux sémantiques plus ou moins aggrégés. Nous avons intégré le modèle de données proposé dans un framework SIG nommé StreetMaker en complément d'un ensemble d'algorithmes génériques et de capacités SIG basiques. Ce framework est alors assez riche pour générer automatiquement des graphes de réseau piétonnier. En effet, dans le cadre d'un projet d'analyse d'accessibilité, le flux de traitement proposé a permis de produire avec succès sur deux sites un graphe de réseau piétonnier à partir de données en entrées variées : des cartes vectorielles existantes, des données vectorielles créées semi-automatiquement et des objets vectoriels extraits d'un nuage de points lidar issu d'une acquisition de cartographie mobile.Alors que la modélisation 2D de la surface du sol est suffisante pour les applications SIG 2D, les applications SIG 3D nécessitent des modèles 3D de l'environnement. La modélisation 3D est un sujet très large mais, dans un premier pas vers cette modélisation 3D, nous nous sommes concentrés sur la modélisation semi-automatique d'objets de type cylindre généralisé (tels que les poteaux, les lampadaires, les troncs d'arbre, etc) à partir d'une seule image. Les méthodes et techniques développées sont présentées et discutées / This thesis addresses easy and effective development of mapping and transportation applications which especially focuses on the generation of pedestrian networks for applications like navigation, itinerary calculation, accessibility analysis and urban planning. In order to achieve this goal, we proposed a two layered data model which encodes the public space into a hierarchy of semantic geospatial objects. At the lower level, the 2D geometry of the geospatial objects are captured using a planar partition which is represented as a topological 2D arrangement. This representation of a planar partition allows efficient and effective geometry processing and easy maintenance and validation throughout the editions when the geometry or topology of an object is modified. At the upper layer, the semantic and thematic aspects of geospatial objects are modelled and managed. The hierarchy between these objects is maintained using a directed acyclic graph (DAG) in which the leaf nodes correspond to the geometric primitives of the 2D arrangement and the higher level nodes represent the aggregated semantic geospatial objects at different levels. We integrated the proposed data model into our GIS framework called StreetMaker together with a set of generic algorithms and basic GIS capabilities. This framework is then rich enough to generate pedestrian network graphs automatically. In fact, within an accessibility analysis project, the full proposed pipeline was successfully used on two sites to produce pedestrian network graphs from various types of input data: existing GIS vector maps, semi-automatically created vector data and vector objects extracted from Mobile Mapping lidar point clouds.While modelling 2D ground surfaces may be sufficient for 2D GIS applications, 3D GIS applications require 3D models of the environment. 3D modelling is a very broad topic but as a first step to such 3D models, we focused on the semi-automatic modelling of objects which can be modelled or approximated by generalized cylinders (such as poles, lampposts, tree trunks, etc.) from single images. The developed methods and techniques are presented and discussed
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Computational And Combinatorial Problems On Some Geometric Proximity GraphsKhopkar, Abhijeet 12 1900 (has links) (PDF)
In this thesis, we focus on the study of computational and combinatorial problems on various geometric proximity graphs. Delaunay and Gabriel graphs are widely studied geometric proximity structures. These graphs have been extensively studied for their applications in wireless networks. Motivated by the applications in localized wireless routing, relaxed versions of these graphs known as Locally Delaunay Graphs (LDGs) and Locally Gabriel Graphs(LGGs) were proposed.
A geometric graph G=(V,E)is called a Locally Gabriel Graph if for every( u,v) ϵ E the disk with uv as diameter does not contain any neighbor of u or v in G. Thus, two edges (u, v) and(u, w)where u,v,w ϵ V conflict with each other if ∠uwv ≥ or ∠uvw≥π and cannot co-exist in an LGG. We propose another generalization of LGGs called Generalized locally Gabriel Graphs(GLGGs)in the context when certain edges are forbidden in the graph. For a given geometric graph G=(V,E), we define G′=(V,E′) as GLGG if G′is an LGG and E′⊆E. Unlike a Gabriel Graph ,there is no unique LGG or GLGG for a given point set because no edge is necessarily included or excluded. This property allows us to choose an LGG/GLGG that optimizes a parameter of interest in the graph. While Gabriel graphs are planar graphs, there exist LGGs with super linear number of edges. Also, there exist point sets where a Gabriel graph has dilation of Ω(√n)and there exist LGGs on the same point sets with dilation O(1). We study these graphs for various parameters like edge complexity(the maximum number of edges in these graphs),size of an independent set and dilation. We show that computing an edge
maximum GLGG for a given problem instance is NP-hard and also APX-hard. We also show that computing an LGG on a given point set with minimum dilation is NP-hard. Then, we give an algorithm to verify whether a given geometric graph G=(V,E)is an LGG with running time O(ElogV+ V).
We show that any LGG on n vertices has an independent set of size Ω(√nlogn). We show that there exists point sets with n points such that any LGG on it has dilation Ω(√n) that matches with the known upper bound. Then, we study some greedy heuristics to compute LGGs with experimental evaluation. Experimental evaluations for the points on a uniform grid and random point sets suggest that there exist LGGs with super-linear number of edges along with an independent set of near-linear size. Unit distance graphs(UDGs) are well studied geometric graphs. In this graph, an edge exists between two points if and only if the Euclidean distance between the points is unity. UDGs have been studied extensively for various properties most notably for their edge complexity and chromatic number. These graphs have also been studied for various special point sets most notably the case when the points are in convex position. Note that the UDGs form a sub class of the LGGs. UDGs/LGGs on convex point sets have O(nlogn) edges. The best known lower bound on the edge complexity of these graphs is 2n−7 when all the points are in convex position. A bipartite graph is called an ordered bipartite graph when the vertex set in each partition has a total order on its vertices. We introduce a family of ordered bipartite graphs with restrictions on some paths called path restricted ordered bi partite graphs (PRBGs)and show that their study is motivated by LGGs and UDGs on convex point sets. We show that a PRBG can be extracted from the UDGs/LGGs on convex point sets. First, we characterize a special kind of paths in PRBGs called forward paths, then we study some structural properties of these graphs. We show that a PRBG on n vertices has O(nlogn) edges and the bound is tight. It gives an alternate proof of O(nlogn)upper bound for the maximum number of edges in UDGs/LGGs on convex
point sets. We study PRBGs with restrictions to the length of the forward paths and show an improved bound on the edge complexity when the length of the longest forward path is bounded. Then, we study the hierarchical structure amongst these graphs classes. Notably, we show that the class of UDGs on convex point sets is a strict sub class of LGGs on convex point sets.
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Symmetry in Scalar FieldsThomas, Dilip Mathew January 2014 (has links) (PDF)
Scalar fields are used to represent physical quantities measured over a domain of interest. Study of symmetric or repeating patterns in scalar fields is important in scientific data analysis because it gives deep insights into the properties of the underlying phenomenon.
This thesis proposes three methods to detect symmetry in scalar fields. The first
method models symmetry detection as a subtree matching problem in the contour tree, which is a topological graph abstraction of the scalar field. The contour tree induces a hierarchical segmentation of features at different scales and hence this method can detect symmetry at different scales. The second method identifies symmetry by comparing distances between extrema from each symmetric region. The distance is computed robustly using a topological abstraction called the extremum graph. Hence, this method can detect symmetry even in the presence of significant noise. The above methods compare
pairs of regions to identify symmetry instead of grouping the entire set of symmetric regions as a cluster. This motivates the third method which uses a clustering analysis for symmetry detection. In this method, the contours of a scalar field are mapped to points in a high-dimensional descriptor space such that points corresponding to similar contours lie in close proximity to each other. Symmetry is identified by clustering the points in the descriptor space.
We show through experiments on real world data sets that these methods are robust in
the presence of noise and can detect symmetry under different types of transformations. Extraction of symmetry information helps users in visualization and data analysis. We design novel applications that use symmetry information to enhance visualization of scalar field data and to facilitate their exploration.
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Rastreamento de componentes conexas em vídeo 3D para obtenção de estruturas tridimensionais / Tracking of connected components from 3D video in order to obtain tridimensional structuresDavid da Silva Pires 17 August 2007 (has links)
Este documento apresenta uma dissertação sobre o desenvolvimento de um sistema de integração de dados para geração de estruturas tridimensionais a partir de vídeo 3D. O trabalho envolve a extensão de um sistema de vídeo 3D em tempo real proposto recentemente. Esse sistema, constituído por projetor e câmera, obtém imagens de profundidade de objetos por meio da projeção de slides com um padrão de faixas coloridas. Tal procedimento permite a obtenção, em tempo real, tanto do modelo 2,5 D dos objetos quanto da textura dos mesmos, segundo uma técnica denominada luz estruturada. Os dados são capturados a uma taxa de 30 quadros por segundo e possuem alta qualidade: resoluções de 640 x 480 pixeis para a textura e de 90 x 240 pontos (em média) para a geometria. A extensão que essa dissertação propõe visa obter o modelo tridimensional dos objetos presentes em uma cena por meio do registro dos dados (textura e geometria) dos diversos quadros amostrados. Assim, o presente trabalho é um passo intermediário de um projeto maior, no qual pretende-se fazer a reconstrução dos modelos por completo, bastando para isso apenas algumas imagens obtidas a partir de diferentes pontos de observação. Tal reconstrução deverá diminuir a incidência de pontos de oclusão (bastante comuns nos resultados originais) de modo a permitir a adaptação de todo o sistema para objetos móveis e deformáveis, uma vez que, no estado atual, o sistema é robusto apenas para objetos estáticos e rígidos. Até onde pudemos averiguar, nenhuma técnica já foi aplicada com este propósito. Este texto descreve o trabalho já desenvolvido, o qual consiste em um método para detecção, rastreamento e casamento espacial de componentes conexas presentes em um vídeo 3D. A informação de imagem do vídeo (textura) é combinada com posições tridimensionais (geometria) a fim de alinhar partes de superfícies que são vistas em quadros subseqüentes. Esta é uma questão chave no vídeo 3D, a qual pode ser explorada em diversas aplicações tais como compressão, integração geométrica e reconstrução de cenas, dentre outras. A abordagem que adotamos consiste na detecção de características salientes no espaço do mundo, provendo um alinhamento de geometria mais completo. O processo de registro é feito segundo a aplicação do algoritmo ICP---Iterative Closest Point---introduzido por Besl e McKay em 1992. Resultados experimentais bem sucedidos corroborando nosso método são apresentados. / This document presents a MSc thesis focused on the development of a data integration system to generate tridimensional structures from 3D video. The work involves the extension of a recently proposed real time 3D video system. This system, composed by a video camera and a projector, obtains range images of recorded objects using slide projection of a coloured stripe pattern. This procedure allows capturing, in real time, objects´ texture and 2,5 D model, at the same time, by a technique called structured light. The data are acquired at 30 frames per second, being of high quality: the resolutions are 640 x 480 pixels and 90 x 240 points (in average), respectively. The extension that this thesis proposes aims at obtaining the tridimensional model of the objects present in a scene through data matching (texture and geometry) of various sampled frames. Thus, the current work is an intermediary step of a larger project with the intent of achieving a complete reconstruction from only a few images obtained from different viewpoints. Such reconstruction will reduce the incidence of occlusion points (very common on the original results) such that it should be possible to adapt the whole system to moving and deformable objects (In the current state, the system is robust only to static and rigid objects.). To the best of our knowledge, there is no method that has fully solved this problem. This text describes the developed work, which consists of a method to perform detection, tracking and spatial matching of connected components present in a 3D video. The video image information (texture) is combined with tridimensional sites (geometry) in order to align surface portions seen on subsequent frames. This is a key step in the 3D video that may be explored in several applications such as compression, geometric integration and scene reconstruction, to name but a few. Our approach consists of detecting salient features in both image and world spaces, for further alignment of texture and geometry. The matching process is accomplished by the application of the ICP---Iterative Closest Point---algorithm, introduced by Besl and McKay in 1992. Succesful experimental results corroborating our method are shown.
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On advanced techniques for generation and discretization of the microstructure of complex heterogeneous materialsSonon, Bernard 18 December 2014 (has links)
The macroscopic behavior of complex heterogeneous materials is strongly governed by the interactions between their elementary constituents within their microstructure. Beside experimental efforts characterizing the behaviors of such materials, there is growing interest, in view of the increasing computational power available, in building models representing their microstructural systems integrating the elementary behaviors of their constituents and their geometrical organization. While a large number of contributions on this aspect focus on the investigation of advanced physics in material parameter studies using rather simple geometries to represent the spatial organization of heterogeneities, few are dedicated to the exploration of the role of microstructural geometries by means of morphological parameter studies.<p>The critical ingredients of this second type of investigation are (I) the generation of sets of representative volume elements ( RVE ) describing the geometry of microstructures with a satisfying control on the morphology relevant to the material of interest and (II) the discretization of governing equations of a model representing the investigated physics on those RVEs domains. One possible reason for the under-representation of morphologically detailed RVEs in the related literature may be related to several issues associated with the geometrical complexity of the microstructures of considered materials in both of these steps. Based on this hypothesis, this work is aimed at bringing contributions to advanced techniques for the generation and discretization of microstructures of complex heterogeneous materials, focusing on geometrical issues. In particular, a special emphasis is put on the consistent geometrical representation of RVEs across generation and discretization methodologies and the accommodation of a quantitative control on specific morphological features characterizing the microstructures of the covered materials.<p>While several promising recent techniques are dedicated to the discretization of arbitrary complex geometries in numerical models, the literature on RVEs generation methodologies does not provide fully satisfying solutions for most of the cases. The general strategy in this work consisted in selecting a promising state-of-the-art discretization method and in designing improved RVE generation techniques with the concern of guaranteeing their seamless collaboration. The chosen discretization technique is a specific variation of the generalized / extended finite element method that accommodates the representation of arbitrary input geometries represented by level set functions. The RVE generation techniques were designed accordingly, using level set functions to define and manipulate the RVEs geometries. <p>The RVE methodologies developed are mostly morphologically motivated, incorporating governing parameters allowing the reproduction and the quantitative control of specific morphological features of the considered materials. These developments make an intensive use of distance fields and level set functions to handle the geometrical complexity of microstructures. Valuable improvements were brought to the RVE generation methodologies for several materials, namely granular and particle-based materials, coated and cemented geomaterials, polycrystalline materials, cellular materials and textile-based materials. RVEs produced using those developments have allowed extensive testing of the investigated discretization method, using complex microstructures in proof-of-concept studies involving the main ingredients of RVE-based morphological parameter studies of complex heterogeneous materials. In particular, the illustrated approach offers the possibility to address three crucial aspects of those kinds of studies: (I) to easily conduct simulations on a large number of RVEs covering a significant range of morphological variations for a material, (II) to use advanced constituent material behaviors and (III) to discretize large 3D RVEs. Based on those illustrations and the experience gained from their realization, the main strengths and limitations of the considered discretization methods were clearly identified. / Doctorat en Sciences de l'ingénieur / info:eu-repo/semantics/nonPublished
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Computational and communication complexity of geometric problemsHajiaghaei Shanjani, Sima 26 July 2021 (has links)
In this dissertation, we investigate a number of geometric problems in different settings. We present lower bounds and approximation algorithms for geometric problems in sequential and distributed settings.
For the sequential setting, we prove the first hardness of approximation results for the following problems:
\begin{itemize}
\item Red-Blue Geometric Set Cover is APX-hard when the objects are axis-aligned rectangles.
\item Red-Blue Geometric Set Cover cannot be approximated to within $2^{\log^{1-1/{(\log\log m)^c}}m}$ in polynomial time for any constant $c < 1/2$, unless $P=NP$, when the given objects are $m$ triangles or convex objects. This shows that Red-Blue Geometric Set Cover is a harder problem than Geometric Set Cover for some class of objects.
\item Boxes Class Cover is APX-hard.
\end{itemize}
We also define MaxRM-3SAT, a restricted version of Max3SAT, and we prove that this problem is APX-hard. This problem might be interesting in its own right.\\
In the distributed setting, we define a new model, the fixed-link model, where each processor has a position on the plane and processors can communicate to each other if and only if there is an edge between them. We motivate the model and study a number of geometric problems in this model. We prove lower bounds on the communication complexity of the problems in the fixed-link model and present approximation algorithms for them.
We prove lower bounds on the number of expected bits required for any randomized algorithm in the fixed-link model with $n$ nodes to solve the following problems, when the communication is in the asynchronous KT1 model:
\begin{itemize}
\item $\Omega(n^2/\log n)$ expected bits of communication are required for solving Diameter, Convex Hull, or Closest Pair, even if the graph has only a linear number of edges.
\item $\Omega( min\{n^2,1/\epsilon\})$ expected bits of communications are required for approximating Diameter within a $1-\epsilon$ factor of optimal, even if the graph is planar.
\item $\Omega(n^2)$ bits of communications is required for approximating Closest Pair in a graph on an $[n^c] \times [n^c]$ grid, for any constant $c>1+1/(2\lg n)$, within $\frac{n^{c-1/2}}{4}-\epsilon$ factor of optimal, even if the graph is planar.
\end{itemize}
We also present approximation algorithms in geometric communication networks with $n$ nodes, when the communication is in the asynchronous CONGEST KT1 model:
\begin{itemize}
\item An $\epsilon$-kernel, and consequently $(1-\epsilon)$-\diamapprox~ and \ep -Approximate Hull with $O(\frac{n}{\sqrt{\epsilon}})$ messages plus the costs of constructing a spanning tree.
\item An $\frac{n^c}{\sqrt{\frac{k}{2}}}$-Approximate Closest Pair on an $[n^c] \times [n^c]$ grid , for a constant $c>1/2$, plus the cost of computing a spanning tree, for any $k\leq {n-1}$.
\end{itemize}
We also define a new version of the two-party communication problem, Path Computation, where two parties communicate through a path. We prove a lower bound on the communication complexity of this problem. / Graduate
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