950 resultados para Convex Arcs


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Recognition of the object contours in the image as sequences of digital straight segments and/or digital curve arcs is considered in this article. The definitions of digital straight segments and of digital curve arcs are proposed. The methods and programs to recognize the object contours are represented. The algorithm to recognize the digital straight segments is formulated in terms of the growing pyramidal networks taking into account the conceptual model of memory and identification (Rabinovich [4]).

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2000 Mathematics Subject Classification: Primary 30C45, 26A33; Secondary 33C15

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We consider the problems of finding two optimal triangulations of a convex polygon: MaxMin area and MinMax area. These are the triangulations that maximize the area of the smallest area triangle in a triangulation, and respectively minimize the area of the largest area triangle in a triangulation, over all possible triangulations. The problem was originally solved by Klincsek by dynamic programming in cubic time [2]. Later, Keil and Vassilev devised an algorithm that runs in O(n^2 log n) time [1]. In this paper we describe new geometric findings on the structure of MaxMin and MinMax Area triangulations of convex polygons in two dimensions and their algorithmic implications. We improve the algorithm’s running time to quadratic for large classes of convex polygons. We also present experimental results on MaxMin area triangulation.

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2000 Mathematics Subject Classification: 90C26, 90C20, 49J52, 47H05, 47J20.

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2000 Mathematics Subject Classification: 90C25, 68W10, 49M37.

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AMS subject classification: 52A01, 13C99.

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2000 Mathematics Subject Classification: 35C10, 35C20, 35P25, 47A40, 58D30, 81U40.

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It is often assumed (for analytical convenience, but also in accordance with common intuition) that consumer preferences are convex. In this paper, we consider circumstances under which such preferences are (or are not) optimal. In particular, we investigate a setting in which goods possess some hidden quality with known distribution, and the consumer chooses a bundle of goods that maximizes the probability that he receives some threshold level of this quality. We show that if the threshold is small relative to consumption levels, preferences will tend to be convex; whereas the opposite holds if the threshold is large. Our theory helps explain a broad spectrum of economic behavior (including, in particular, certain common commercial advertising strategies), suggesting that sensitivity to information about thresholds is deeply rooted in human psychology.

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We generalize exactness to games with non-transferable utility (NTU). A game is exact if for each coalition there is a core allocation on the boundary of its payoff set. Convex games with transferable utility are well-known to be exact. We consider ve generalizations of convexity in the NTU setting. We show that each of ordinal, coalition merge, individual merge and marginal convexity can be uni¯ed under NTU exactness. We provide an example of a cardinally convex game which is not NTU exact. Finally, we relate the classes of Π-balanced, totally Π-balanced, NTU exact, totally NTU exact, ordinally convex, cardinally convex, coalition merge convex, individual merge convex and marginal convex games to one another.

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In this note we present a cardinally convex game (Sharkey, 1981) with empty core. Sharkey assumes that V (N) is convex, we do not do so, hence we do not contradict Sharkey's result.

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The convex hull describes the extent or shape of a set of data and is used ubiquitously in computational geometry. Common algorithms to construct the convex hull on a finite set of n points (x,y) range from O(nlogn) time to O(n) time. However, it is often the case that a heuristic procedure is applied to reduce the original set of n points to a set of s < n points which contains the hull and so accelerates the final hull finding procedure. We present an algorithm to precondition data before building a 2D convex hull with integer coordinates, with three distinct advantages. First, for all practical purposes, it is linear; second, no explicit sorting of data is required and third, the reduced set of s points is constructed such that it forms an ordered set that can be directly pipelined into an O(n) time convex hull algorithm. Under these criteria a fast (or O(n)) pre-conditioner in principle creates a fast convex hull (approximately O(n)) for an arbitrary set of points. The paper empirically evaluates and quantifies the acceleration generated by the method against the most common convex hull algorithms. An extra acceleration of at least four times when compared to previous existing preconditioning methods is found from experiments on a dataset.

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The convex hull describes the extent or shape of a set of data and is used ubiquitously in computational geometry. Common algorithms to construct the convex hull on a finite set of n points (x,y) range from O(nlogn) time to O(n) time. However, it is often the case that a heuristic procedure is applied to reduce the original set of n points to a set of s < n points which contains the hull and so accelerates the final hull finding procedure. We present an algorithm to precondition data before building a 2D convex hull with integer coordinates, with three distinct advantages. First, for all practical purposes, it is linear; second, no explicit sorting of data is required and third, the reduced set of s points is constructed such that it forms an ordered set that can be directly pipelined into an O(n) time convex hull algorithm. Under these criteria a fast (or O(n)) pre-conditioner in principle creates a fast convex hull (approximately O(n)) for an arbitrary set of points. The paper empirically evaluates and quantifies the acceleration generated by the method against the most common convex hull algorithms. An extra acceleration of at least four times when compared to previous existing preconditioning methods is found from experiments on a dataset.

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Thesis (Ph.D.)--University of Washington, 2016-08

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Thesis (Ph.D.)--University of Washington, 2016-08