38,373 research outputs found
Asymptotically efficient triangulations of the d-cube
Let and be polytopes, the first of "low" dimension and the second of
"high" dimension. We show how to triangulate the product
efficiently (i.e., with few simplices) starting with a given triangulation of
. Our method has a computational part, where we need to compute an efficient
triangulation of , for a (small) natural number of our
choice. denotes the -simplex.
Our procedure can be applied to obtain (asymptotically) efficient
triangulations of the cube : We decompose , for
a small . Then we recursively assume we have obtained an efficient
triangulation of the second factor and use our method to triangulate the
product. The outcome is that using and , we can triangulate
with simplices, instead of the achievable
before.Comment: 19 pages, 6 figures. Only minor changes from previous versions, some
suggested by anonymous referees. Paper accepted in "Discrete and
Computational Geometry
Electrical design of payload G-534: The Pool Boiling Experiment
Payload G-534, the Pool Boiling Experiment (PBE), is a Get Away Special that is scheduled to fly on the shuttle in 1992. This paper will give a brief overall description of the experiment with the main discussion being the electrical design with a detailed description of the power system and interface to the GAS electronics. The batteries used and their interface to the experiment Power Control Unit (PCU) and GAS electronics will be examined. The design philosophy for the PCU will be discussed in detail. The criteria for selection of fuses, relays, power semiconductors and other electrical components along with grounding and shielding policy for the entire experiment will be presented. The intent of this paper is to discuss the use of military tested parts and basic design guidelines to build a quality experiment for minimal additional cost
Using Generic Summarization to Improve Music Information Retrieval Tasks
In order to satisfy processing time constraints, many MIR tasks process only
a segment of the whole music signal. This practice may lead to decreasing
performance, since the most important information for the tasks may not be in
those processed segments. In this paper, we leverage generic summarization
algorithms, previously applied to text and speech summarization, to summarize
items in music datasets. These algorithms build summaries, that are both
concise and diverse, by selecting appropriate segments from the input signal
which makes them good candidates to summarize music as well. We evaluate the
summarization process on binary and multiclass music genre classification
tasks, by comparing the performance obtained using summarized datasets against
the performances obtained using continuous segments (which is the traditional
method used for addressing the previously mentioned time constraints) and full
songs of the same original dataset. We show that GRASSHOPPER, LexRank, LSA,
MMR, and a Support Sets-based Centrality model improve classification
performance when compared to selected 30-second baselines. We also show that
summarized datasets lead to a classification performance whose difference is
not statistically significant from using full songs. Furthermore, we make an
argument stating the advantages of sharing summarized datasets for future MIR
research.Comment: 24 pages, 10 tables; Submitted to IEEE/ACM Transactions on Audio,
Speech and Language Processin
ITEM: Inter-Texture Error Measurement for 3D Meshes
We introduce a simple and innovative method to compare any two texture maps, regardless of their sizes, aspect ratios, or even masks, as long as they are both meant to be mapped onto the same 3D mesh. Our system is based on a zero-distortion 3D mesh unwrapping technique which compares two new adapted texture atlases with the same mask but different texel colors, and whose every texel covers the same area in 3D. Once these adapted atlases are created, we measure their difference with ITEM-RMSE, a slightly modified version of the standard RMSE defined for images. ITEM-RMSE is more meaningful and reliable than RMSE because it only takes into account the texels inside the mask, since they are the only ones that will actually be used during rendering. Our method is not only very useful to compare the space efficiency of different texture atlas generation algorithms, but also to quantify texture loss in compression schemes for multi-resolution textured 3D meshes
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