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Coloring the cube with rainbow cycles
, 2012
"... For every even positive integer k ≥ 4 let f(n, k) denote the minimim number of colors required to color the edges of the ndimensional cube Qn, so that the edges of every copy of the kcycle Ck receive k distinct colors. Faudree, Gyárfás, Lesniak and Schelp proved that f(n, 4) = n for n = 4 or n> ..."
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Cited by 1 (0 self)
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For every even positive integer k ≥ 4 let f(n, k) denote the minimim number of colors required to color the edges of the ndimensional cube Qn, so that the edges of every copy of the kcycle Ck receive k distinct colors. Faudree, Gyárfás, Lesniak and Schelp proved that f(n, 4) = n for n = 4 or n
Fast Parallel Algorithms for ShortRange Molecular Dynamics
 JOURNAL OF COMPUTATIONAL PHYSICS
, 1995
"... Three parallel algorithms for classical molecular dynamics are presented. The first assigns each processor a fixed subset of atoms; the second assigns each a fixed subset of interatomic forces to compute; the third assigns each a fixed spatial region. The algorithms are suitable for molecular dyn ..."
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Cited by 622 (6 self)
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. The algorithms are tested on a standard LennardJones benchmark problem for system sizes ranging from 500 to 100,000,000 atoms on several parallel supercomputers  the nCUBE 2, Intel iPSC/860 and Paragon, and Cray T3D. Comparing the results to the fastest reported vectorized Cray YMP and C90 algorithm shows
Actions as spacetime shapes
 In ICCV
, 2005
"... Human action in video sequences can be seen as silhouettes of a moving torso and protruding limbs undergoing articulated motion. We regard human actions as threedimensional shapes induced by the silhouettes in the spacetime volume. We adopt a recent approach [14] for analyzing 2D shapes and genera ..."
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Cited by 642 (4 self)
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Human action in video sequences can be seen as silhouettes of a moving torso and protruding limbs undergoing articulated motion. We regard human actions as threedimensional shapes induced by the silhouettes in the spacetime volume. We adopt a recent approach [14] for analyzing 2D shapes and generalize it to deal with volumetric spacetime action shapes. Our method utilizes properties of the solution to the Poisson equation to extract spacetime features such as local spacetime saliency, action dynamics, shape structure and orientation. We show that these features are useful for action recognition, detection and clustering. The method is fast, does not require video alignment and is applicable in (but not limited to) many scenarios where the background is known. Moreover, we demonstrate the robustness of our method to partial occlusions, nonrigid deformations, significant changes in scale and viewpoint, high irregularities in the performance of an action, and low quality video. Index Terms Action representation, action recognition, spacetime analysis, shape analysis, poisson equation
Exact Sampling with Coupled Markov Chains and Applications to Statistical Mechanics
, 1996
"... For many applications it is useful to sample from a finite set of objects in accordance with some particular distribution. One approach is to run an ergodic (i.e., irreducible aperiodic) Markov chain whose stationary distribution is the desired distribution on this set; after the Markov chain has ..."
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Cited by 548 (13 self)
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For many applications it is useful to sample from a finite set of objects in accordance with some particular distribution. One approach is to run an ergodic (i.e., irreducible aperiodic) Markov chain whose stationary distribution is the desired distribution on this set; after the Markov chain has run for M steps, with M sufficiently large, the distribution governing the state of the chain approximates the desired distribution. Unfortunately it can be difficult to determine how large M needs to be. We describe a simple variant of this method that determines on its own when to stop, and that outputs samples in exact accordance with the desired distribution. The method uses couplings, which have also played a role in other sampling schemes; however, rather than running the coupled chains from the present into the future, one runs from a distant point in the past up until the present, where the distance into the past that one needs to go is determined during the running of the al...
FAST VOLUME RENDERING USING A SHEARWARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that req ..."
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Cited by 541 (2 self)
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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a family of volume rendering algorithms that reduces rendering times to one second. First we present a scanlineorder volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanlineorder algorithms are fundamentally more efficient than commonlyused ray casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axisaligned boxes). The new scanlineorder algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective projections and
Planning Algorithms
, 2004
"... This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning ..."
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Cited by 1108 (51 self)
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This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning under uncertainty, sensorbased planning, visibility, decisiontheoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.
Graphical models, exponential families, and variational inference
, 2008
"... The formalism of probabilistic graphical models provides a unifying framework for capturing complex dependencies among random variables, and building largescale multivariate statistical models. Graphical models have become a focus of research in many statistical, computational and mathematical fiel ..."
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Cited by 800 (26 self)
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The formalism of probabilistic graphical models provides a unifying framework for capturing complex dependencies among random variables, and building largescale multivariate statistical models. Graphical models have become a focus of research in many statistical, computational and mathematical fields, including bioinformatics, communication theory, statistical physics, combinatorial optimization, signal and image processing, information retrieval and statistical machine learning. Many problems that arise in specific instances — including the key problems of computing marginals and modes of probability distributions — are best studied in the general setting. Working with exponential family representations, and exploiting the conjugate duality between the cumulant function and the entropy for exponential families, we develop general variational representations of the problems of computing likelihoods, marginal probabilities and most probable configurations. We describe how a wide varietyof algorithms — among them sumproduct, cluster variational methods, expectationpropagation, mean field methods, maxproduct and linear programming relaxation, as well as conic programming relaxations — can all be understood in terms of exact or approximate forms of these variational representations. The variational approach provides a complementary alternative to Markov chain Monte Carlo as a general source of approximation methods for inference in largescale statistical models.
The SPLASH2 programs: Characterization and methodological considerations
 INTERNATIONAL SYMPOSIUM ON COMPUTER ARCHITECTURE
, 1995
"... The SPLASH2 suite of parallel applications has recently been released to facilitate the study of centralized and distributed sharedaddressspace multiprocessors. In this context, this paper has two goals. One is to quantitatively characterize the SPLASH2 programs in terms of fundamental propertie ..."
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Cited by 1399 (12 self)
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The SPLASH2 suite of parallel applications has recently been released to facilitate the study of centralized and distributed sharedaddressspace multiprocessors. In this context, this paper has two goals. One is to quantitatively characterize the SPLASH2 programs in terms of fundamental properties and architectural interactions that are important to understand them well. The properties we study include the computational load balance, communication to computation ratio and traffic needs, important working set sizes, and issues related to spatial locality, as well as how these properties scale with problem size and the number of processors. The other, related goal is methodological: to assist people who will use the programs in architectural evaluations to prune the space of application and machine parameters in an informed and meaningful way. For example, by characterizing the working sets of the applications, we describe which operating points in terms of cache size and problem size are representative of realistic situations, which are not, and which re redundant. Using SPLASH2 as an example, we hope to convey the importance of understanding the interplay of problem size, number of processors, and working sets in designing experiments and interpreting their results.
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