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Learning with Nets and
       Meshes
        Don Sheehy
2
Thanks to my collaborators:

       Benoit Hudson
         Gary Miller
        Todd Phillips
        Steve Oudot
Point Clouds in low to medium dimensional                3
ambient space.

                           d2
      Rule of thumb: d! or 2    is okay but nd is not.
There are many geometric inference problems      4
that could benefit from meshing.



          Discretize Space
          Approximate Functions
          Adapt to density
          Describe the space around the input.
Meshing                                          5
   Input: P āŠ‚ Rd n = |P |
   Output: M āŠƒ P with a ā€œniceā€ Voronoi diagram
Meshing                                          5
   Input: P āŠ‚ Rd n = |P |
   Output: M āŠƒ P with a ā€œniceā€ Voronoi diagram
Points, offsets, homology, and persistence.
Points, offsets, homology, and persistence.


                                              Input: P āŠ‚ Rd
Points, offsets, homology, and persistence.


                                              Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP
Points, offsets, homology, and persistence.


                                              Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP
Points, offsets, homology, and persistence.


                                              Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP




                                  Compute the Homology
Points, offsets, homology, and persistence.


                              Offsets         Input: P āŠ‚ Rd
                                               Ī±
                                              P =         ball(p, Ī±)
                                                    pāˆˆP


                                          Persistent

                                  Compute the Homology
Geometric     Topologically
Approximation    Equivalent
Geometric     Topologically
Approximation    Equivalent
Complexity: How big is the mesh?   8
Complexity: How big is the mesh?   8
    How many Steiner Points?
Complexity: How big is the mesh?     8
    How many Steiner Points?


                          1
         |M | =                 dx
                  ā„¦   lfsP (x)d
Complexity: How big is the mesh?                               8
    How many Steiner Points?


                          1
         |M | =                 dx
                  ā„¦   lfsP (x)d

         |M| = O(n) as long as there are no big empty annuli
         with 2 or more points inside [MPS08].
Complexity: How big is the mesh?                               8
    How many Steiner Points?


                          1
         |M | =                 dx
                  ā„¦   lfsP (x)d

         |M| = O(n) as long as there are no big empty annuli
         with 2 or more points inside [MPS08].

    How many simplices?
Complexity: How big is the mesh?                               8
    How many Steiner Points?


                           1
         |M | =                  dx
                   ā„¦   lfsP (x)d

         |M| = O(n) as long as there are no big empty annuli
         with 2 or more points inside [MPS08].

    How many simplices?

          Only O(|M|) simplices.
                          d/2
          Compare to |M |     for general Delaunay triangulations.
          Constants depend on aspect ratio.
Complexity: How hard is it to compute a mesh?   9
Complexity: How hard is it to compute a mesh?   9
             O(n log n + |M |)
Complexity: How hard is it to compute a mesh?   9
             O(n log n + |M |)
           Point Location
Complexity: How hard is it to compute a mesh?   9
             O(n log n + |M |)
           Point Location    Output Sensitive
Complexity: How hard is it to compute a mesh?          9
              O(n log n + |M |)
           Point Location           Output Sensitive

          This is optimal in the comparison model.
Complexity: How hard is it to compute a mesh?          9
              O(n log n + |M |)
           Point Location           Output Sensitive

          This is optimal in the comparison model.



        O(n log n)
Complexity: How hard is it to compute a mesh?              9
                   O(n log n + |M |)
                Point Location          Output Sensitive

              This is optimal in the comparison model.



           O(n log n)
Compute a hierarchical quality mesh.
Complexity: How hard is it to compute a mesh?                    9
                   O(n log n + |M |)
                Point Location          Output Sensitive

              This is optimal in the comparison model.



           O(n log n) + O(|M |)
Compute a hierarchical quality mesh.       Finishing post-process.
The Delaunay Triangulation is the dual   10
of the Voronoi Diagram.
The Delaunay Triangulation is the dual   10
of the Voronoi Diagram.
The Delaunay Triangulation is the dual   10
of the Voronoi Diagram.
The Delaunay Triangulation is the dual   10
of the Voronoi Diagram.




      D-ball
Quality Meshes   11
Quality Meshes              11




 D-Balls are Constant Ply
Quality Meshes                       11




 D-Balls are Constant Ply
 Total Complexity is linear in |M|
Quality Meshes                                 11




 D-Balls are Constant Ply
 Total Complexity is linear in |M|
 No D-ball intersects more than O(1) others.
Quality Meshes                                         11




 D-Balls are Constant Ply
 Total Complexity is linear in |M|
 No D-ball intersects more than O(1) others.
 Refine poor-quality cells by adding a Steiner point
 at its farthest vertex.
We replace quality with hierarchical quality.   12
We replace quality with hierarchical quality.   12
We replace quality with hierarchical quality.   12
We replace quality with hierarchical quality.   12
We replace quality with hierarchical quality.    12




   Inside the cage: Old definition of quality.
We replace quality with hierarchical quality.          12




   Inside the cage: Old definition of quality.
   Outside: Treat the whole cage as a single object.
We replace quality with hierarchical quality.                     12




   Inside the cage: Old definition of quality.
   Outside: Treat the whole cage as a single object.

   All the same properties as quality meshes: ply, degree, etc.
The sparse meshing model:   13
The sparse meshing model:                          13

      1   Build a Voronoi diagram incrementally.
The sparse meshing model:                                  13

      1   Build a Voronoi diagram incrementally.
      2   Interleave input and Steiner point insertions.
The sparse meshing model:                                  13

      1   Build a Voronoi diagram incrementally.
      2   Interleave input and Steiner point insertions.
      3   Recover quality after each input point.
The sparse meshing model:                                  13

      1   Build a Voronoi diagram incrementally.
      2   Interleave input and Steiner point insertions.
      3   Recover quality after each input point.


     This is how we avoid the worst-case Voronoi bounds.
Point Location and Geometric D&C                        14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.
Point Location and Geometric D&C                        14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.
Point Location and Geometric D&C                        14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.
Point Location and Geometric D&C                        14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.
Point Location and Geometric D&C                        14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.
Point Location and Geometric D&C                         14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.




       Lemma (HMP06). A point is touched at most
       a constant number of times before the radius of
       the largest D-ball containing it goes down by a
       factor of 2.
Point Location and Geometric D&C                         14
    Idea: Store the uninserted points in the D-balls.
          When the balls change, make local updates.




       Lemma (HMP06). A point is touched at most
       a constant number of times before the radius of
       the largest D-ball containing it goes down by a
       factor of 2.

       Geometric Divide and Conquer: O(n log āˆ†)
With hierarchical meshes, we can add inputs   15
in any order!
With hierarchical meshes, we can add inputs   15
in any order!
With hierarchical meshes, we can add inputs   15
in any order!
With hierarchical meshes, we can add inputs   15
in any order!




    Goal: Combinatorial Divide and Conquer
With hierarchical meshes, we can add inputs                     15
in any order!




    Goal: Combinatorial Divide and Conquer

    Old: Progress was decreasing the radius by a factor of 2.
With hierarchical meshes, we can add inputs                      15
in any order!




    Goal: Combinatorial Divide and Conquer

    Old: Progress was decreasing the radius by a factor of 2.

    New: Decrease number of points in a ball by a factor of 2.
Range Nets                                     16
         ā€œNets catch everything thatā€™s big.ā€
Range Nets                                       16
          ā€œNets catch everything thatā€™s big.ā€

    Deļ¬nition. A range space is a pair (X, R),
    where X is a set (the vertices) and R is a
    collection of subsets (the ranges).
Range Nets                                            16
          ā€œNets catch everything thatā€™s big.ā€

    Deļ¬nition. A range space is a pair (X, R),
    where X is a set (the vertices) and R is a
    collection of subsets (the ranges).
       For us X = P and R is the set of open balls.
Range Nets                                            16
          ā€œNets catch everything thatā€™s big.ā€

    Deļ¬nition. A range space is a pair (X, R),
    where X is a set (the vertices) and R is a
    collection of subsets (the ranges).
       For us X = P and R is the set of open balls.

    Deļ¬nition. Given a range space (X, R),
    a set N āŠ‚ X is a range space Īµ-net if
    for all ranges r āˆˆ R that contain at least
    Īµ|X| vertices, r contains a vertex from N .
Range Nets                                                          16
             ā€œNets catch everything thatā€™s big.ā€

    Deļ¬nition. A range space is a pair (X, R),
    where X is a set (the vertices) and R is a
    collection of subsets (the ranges).
         For us X = P and R is the set of open balls.

     Deļ¬nition. Given a range space (X, R),
     a set N āŠ‚ X is a range space Īµ-net if
     for all ranges r āˆˆ R that contain at least
     Īµ|X| vertices, r contains a vertex from N .


  Theorem: [Chazelle & Matousek 96] For Īµ, d fixed constants,
  Īµ-nets of size O(1) can be computed in O(n) deterministic time.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.




     Lemma. Let M be a set of vertices. If an open ball B
     contains no points of M , then B is contained in the
     union of d D-balls of M .
Ordering the inputs                                                 17
    For each D-Ball, select a 1/2d-net of the points it contains.
    Take the union of these nets and call it a round.
    Insert these.
    Repeat.



                                                    log(n) Rounds




     Lemma. Let M be a set of vertices. If an open ball B
     contains no points of M , then B is contained in the
     union of d D-balls of M .
Amortized Cost of a Round is O(n)                   18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
Amortized Cost of a Round is O(n)                   18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.




    x
Amortized Cost of a Round is O(n)                   18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.




    x
Amortized Cost of a Round is O(n)                   18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y




    x
Amortized Cost of a Round is O(n)                   18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y




    x
Amortized Cost of a Round is O(n)                           18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls


    x
Amortized Cost of a Round is O(n)                           18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls


    x
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x




                                             x
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x




                                             x
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x




                                             x
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x




 Only O(1) points are added                  x
 to any D-ball in a round.
Amortized Cost of a Round is O(n)                               18
 Watch an uninserted point x.
 Claim: x only gets touched O(1) times per round.
                 y       y touches x => y is ā€œcloseā€ to x
                         close = 2 hops among D-balls

                         Only O(1) D-balls are within 2 hops.
    x




 Only O(1) points are added                  x
 to any D-ball in a round.

 O(n) total work per round.
Some Takeaways   19
Some Takeaways                                           19
   Voronoi refinement meshes give structure to points,
   especially with respect to the ambient space.
Some Takeaways                                           19
   Voronoi refinement meshes give structure to points,
   especially with respect to the ambient space.

   For d not too big, meshing is fast (O(n log n)).
Some Takeaways                                               19
   Voronoi refinement meshes give structure to points,
   especially with respect to the ambient space.

   For d not too big, meshing is fast (O(n log n)).

   There are many possible new applications, waiting to be
   discovered (i.e. any time you would have used a Voronoi
   diagram).
Thanks.
Learning with Nets and Meshes

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Learning with Nets and Meshes

  • 1. Learning with Nets and Meshes Don Sheehy
  • 2. 2 Thanks to my collaborators: Benoit Hudson Gary Miller Todd Phillips Steve Oudot
  • 3. Point Clouds in low to medium dimensional 3 ambient space. d2 Rule of thumb: d! or 2 is okay but nd is not.
  • 4. There are many geometric inference problems 4 that could benefit from meshing. Discretize Space Approximate Functions Adapt to density Describe the space around the input.
  • 5. Meshing 5 Input: P āŠ‚ Rd n = |P | Output: M āŠƒ P with a ā€œniceā€ Voronoi diagram
  • 6. Meshing 5 Input: P āŠ‚ Rd n = |P | Output: M āŠƒ P with a ā€œniceā€ Voronoi diagram
  • 7. Points, offsets, homology, and persistence.
  • 8. Points, offsets, homology, and persistence. Input: P āŠ‚ Rd
  • 9. Points, offsets, homology, and persistence. Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP
  • 10. Points, offsets, homology, and persistence. Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP
  • 11. Points, offsets, homology, and persistence. Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP
  • 12. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP
  • 13. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 14. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 15. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 16. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 17. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 18. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Compute the Homology
  • 19. Points, offsets, homology, and persistence. Offsets Input: P āŠ‚ Rd Ī± P = ball(p, Ī±) pāˆˆP Persistent Compute the Homology
  • 20. Geometric Topologically Approximation Equivalent
  • 21. Geometric Topologically Approximation Equivalent
  • 22. Complexity: How big is the mesh? 8
  • 23. Complexity: How big is the mesh? 8 How many Steiner Points?
  • 24. Complexity: How big is the mesh? 8 How many Steiner Points? 1 |M | = dx ā„¦ lfsP (x)d
  • 25. Complexity: How big is the mesh? 8 How many Steiner Points? 1 |M | = dx ā„¦ lfsP (x)d |M| = O(n) as long as there are no big empty annuli with 2 or more points inside [MPS08].
  • 26. Complexity: How big is the mesh? 8 How many Steiner Points? 1 |M | = dx ā„¦ lfsP (x)d |M| = O(n) as long as there are no big empty annuli with 2 or more points inside [MPS08]. How many simplices?
  • 27. Complexity: How big is the mesh? 8 How many Steiner Points? 1 |M | = dx ā„¦ lfsP (x)d |M| = O(n) as long as there are no big empty annuli with 2 or more points inside [MPS08]. How many simplices? Only O(|M|) simplices. d/2 Compare to |M | for general Delaunay triangulations. Constants depend on aspect ratio.
  • 28. Complexity: How hard is it to compute a mesh? 9
  • 29. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |)
  • 30. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location
  • 31. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location Output Sensitive
  • 32. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location Output Sensitive This is optimal in the comparison model.
  • 33. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location Output Sensitive This is optimal in the comparison model. O(n log n)
  • 34. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location Output Sensitive This is optimal in the comparison model. O(n log n) Compute a hierarchical quality mesh.
  • 35. Complexity: How hard is it to compute a mesh? 9 O(n log n + |M |) Point Location Output Sensitive This is optimal in the comparison model. O(n log n) + O(|M |) Compute a hierarchical quality mesh. Finishing post-process.
  • 36. The Delaunay Triangulation is the dual 10 of the Voronoi Diagram.
  • 37. The Delaunay Triangulation is the dual 10 of the Voronoi Diagram.
  • 38. The Delaunay Triangulation is the dual 10 of the Voronoi Diagram.
  • 39. The Delaunay Triangulation is the dual 10 of the Voronoi Diagram. D-ball
  • 41. Quality Meshes 11 D-Balls are Constant Ply
  • 42. Quality Meshes 11 D-Balls are Constant Ply Total Complexity is linear in |M|
  • 43. Quality Meshes 11 D-Balls are Constant Ply Total Complexity is linear in |M| No D-ball intersects more than O(1) others.
  • 44. Quality Meshes 11 D-Balls are Constant Ply Total Complexity is linear in |M| No D-ball intersects more than O(1) others. Refine poor-quality cells by adding a Steiner point at its farthest vertex.
  • 45. We replace quality with hierarchical quality. 12
  • 46. We replace quality with hierarchical quality. 12
  • 47. We replace quality with hierarchical quality. 12
  • 48. We replace quality with hierarchical quality. 12
  • 49. We replace quality with hierarchical quality. 12 Inside the cage: Old definition of quality.
  • 50. We replace quality with hierarchical quality. 12 Inside the cage: Old definition of quality. Outside: Treat the whole cage as a single object.
  • 51. We replace quality with hierarchical quality. 12 Inside the cage: Old definition of quality. Outside: Treat the whole cage as a single object. All the same properties as quality meshes: ply, degree, etc.
  • 52. The sparse meshing model: 13
  • 53. The sparse meshing model: 13 1 Build a Voronoi diagram incrementally.
  • 54. The sparse meshing model: 13 1 Build a Voronoi diagram incrementally. 2 Interleave input and Steiner point insertions.
  • 55. The sparse meshing model: 13 1 Build a Voronoi diagram incrementally. 2 Interleave input and Steiner point insertions. 3 Recover quality after each input point.
  • 56. The sparse meshing model: 13 1 Build a Voronoi diagram incrementally. 2 Interleave input and Steiner point insertions. 3 Recover quality after each input point. This is how we avoid the worst-case Voronoi bounds.
  • 57. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates.
  • 58. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates.
  • 59. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates.
  • 60. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates.
  • 61. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates.
  • 62. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates. Lemma (HMP06). A point is touched at most a constant number of times before the radius of the largest D-ball containing it goes down by a factor of 2.
  • 63. Point Location and Geometric D&C 14 Idea: Store the uninserted points in the D-balls. When the balls change, make local updates. Lemma (HMP06). A point is touched at most a constant number of times before the radius of the largest D-ball containing it goes down by a factor of 2. Geometric Divide and Conquer: O(n log āˆ†)
  • 64. With hierarchical meshes, we can add inputs 15 in any order!
  • 65. With hierarchical meshes, we can add inputs 15 in any order!
  • 66. With hierarchical meshes, we can add inputs 15 in any order!
  • 67. With hierarchical meshes, we can add inputs 15 in any order! Goal: Combinatorial Divide and Conquer
  • 68. With hierarchical meshes, we can add inputs 15 in any order! Goal: Combinatorial Divide and Conquer Old: Progress was decreasing the radius by a factor of 2.
  • 69. With hierarchical meshes, we can add inputs 15 in any order! Goal: Combinatorial Divide and Conquer Old: Progress was decreasing the radius by a factor of 2. New: Decrease number of points in a ball by a factor of 2.
  • 70. Range Nets 16 ā€œNets catch everything thatā€™s big.ā€
  • 71. Range Nets 16 ā€œNets catch everything thatā€™s big.ā€ Deļ¬nition. A range space is a pair (X, R), where X is a set (the vertices) and R is a collection of subsets (the ranges).
  • 72. Range Nets 16 ā€œNets catch everything thatā€™s big.ā€ Deļ¬nition. A range space is a pair (X, R), where X is a set (the vertices) and R is a collection of subsets (the ranges). For us X = P and R is the set of open balls.
  • 73. Range Nets 16 ā€œNets catch everything thatā€™s big.ā€ Deļ¬nition. A range space is a pair (X, R), where X is a set (the vertices) and R is a collection of subsets (the ranges). For us X = P and R is the set of open balls. Deļ¬nition. Given a range space (X, R), a set N āŠ‚ X is a range space Īµ-net if for all ranges r āˆˆ R that contain at least Īµ|X| vertices, r contains a vertex from N .
  • 74. Range Nets 16 ā€œNets catch everything thatā€™s big.ā€ Deļ¬nition. A range space is a pair (X, R), where X is a set (the vertices) and R is a collection of subsets (the ranges). For us X = P and R is the set of open balls. Deļ¬nition. Given a range space (X, R), a set N āŠ‚ X is a range space Īµ-net if for all ranges r āˆˆ R that contain at least Īµ|X| vertices, r contains a vertex from N . Theorem: [Chazelle & Matousek 96] For Īµ, d fixed constants, Īµ-nets of size O(1) can be computed in O(n) deterministic time.
  • 75. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat.
  • 76. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat.
  • 77. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat.
  • 78. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat.
  • 79. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat.
  • 80. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat. Lemma. Let M be a set of vertices. If an open ball B contains no points of M , then B is contained in the union of d D-balls of M .
  • 81. Ordering the inputs 17 For each D-Ball, select a 1/2d-net of the points it contains. Take the union of these nets and call it a round. Insert these. Repeat. log(n) Rounds Lemma. Let M be a set of vertices. If an open ball B contains no points of M , then B is contained in the union of d D-balls of M .
  • 82. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round.
  • 83. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. x
  • 84. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. x
  • 85. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y x
  • 86. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y x
  • 87. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls x
  • 88. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls x
  • 89. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x
  • 90. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x x
  • 91. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x x
  • 92. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x x
  • 93. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x Only O(1) points are added x to any D-ball in a round.
  • 94. Amortized Cost of a Round is O(n) 18 Watch an uninserted point x. Claim: x only gets touched O(1) times per round. y y touches x => y is ā€œcloseā€ to x close = 2 hops among D-balls Only O(1) D-balls are within 2 hops. x Only O(1) points are added x to any D-ball in a round. O(n) total work per round.
  • 96. Some Takeaways 19 Voronoi refinement meshes give structure to points, especially with respect to the ambient space.
  • 97. Some Takeaways 19 Voronoi refinement meshes give structure to points, especially with respect to the ambient space. For d not too big, meshing is fast (O(n log n)).
  • 98. Some Takeaways 19 Voronoi refinement meshes give structure to points, especially with respect to the ambient space. For d not too big, meshing is fast (O(n log n)). There are many possible new applications, waiting to be discovered (i.e. any time you would have used a Voronoi diagram).