arbitrary objects
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2021 ◽  
Vol 12 (5) ◽  
Author(s):  
Josué Ttito ◽  
Renato Marroquín ◽  
Sergio Lifschitz ◽  
Lewis McGibbney ◽  
José Talavera

Key-value stores propose a straightforward yet powerful data model. Data is modeled using key-value pairs where values can be arbitrary objects and written/read using the key associated with it. In addition to their simple interface, such data stores also provide read operations such as full and range scans. However, due to the simplicity of its interface, trying to optimize data accesses becomes challenging. This work aims to enable the shared execution of concurrent range and point queries on key-value stores. Thus, reducing the overall data movement when executing a complete workload. To accomplish this, we analyze different possible data structures and propose our variation of a segment tree, Updatable Interval Tree. Our data structure helps us co-planning and co-executing multiple range queries together and reduces redundant work. This results in executing workloads more efficiently and overall increased throughput, as we show in our evaluation.


2021 ◽  
Author(s):  
Yi Zhu ◽  
Chenglin Miao ◽  
Tianhang Zheng ◽  
Foad Hajiaghajani ◽  
Lu Su ◽  
...  

Electronics ◽  
2021 ◽  
Vol 10 (22) ◽  
pp. 2730
Author(s):  
Avelina Hadji-Kyriacou ◽  
Ognjen Arandjelović

Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been known and used since the 1980s for rendering fractals and CSG (constructive solid geometry) surfaces, but has rarely been used for commercial rendering applications such as film and 3D games. Raymarching was first used for photorealistic rendering in the mid 2000s by demoscene developers and hobbyist graphics programmers, receiving little to no attention from the academic community and professional graphics engineers. In the present work, we explain why the use of Simple and Fast Multimedia Library (SFML) by nearly all existing approaches leads to a number of inefficiencies, and hence set out to develop a CUDA oriented approach instead. We next show that the usual data handling pipeline leads to further unnecessary data flow overheads and therefore propose a novel pipeline structure that eliminates much of redundancy in the manner in which data are processed and passed. We proceed to introduce a series of data structures which were designed with the specific aim of exploiting the pipeline’s strengths in terms of efficiency while achieving a high degree of photorealism, as well as the accompanying models and optimizations that ultimately result in an engine which is capable of photorealistic and real-time rendering on complex scenes and arbitrary objects. Lastly, the effectiveness of our framework is demonstrated in a series of experiments which compare our engine both in terms of visual fidelity and computational efficiency with the leading commercial and open source solutions, namely Unreal Engine and Blender.


2021 ◽  
Vol 2107 (1) ◽  
pp. 012007
Author(s):  
Mohd Fauzi Abu Hassan ◽  
Azurahisham Sah Pri ◽  
Zakiah Ahmad ◽  
Tengku Mohd Azahar Tuan Dir

Abstract This paper investigated single target tracking of arbitrary objects. Tracking is a difficult problem due to a variety of challenges such as scale variation, motion, background clutter, illumination etc. To achieve better tracking performance under these severe conditions, this paper proposed covariance descriptor based on multi-layer instance search region. Our results show that the proposed approach significantly improves the performance in term of centre location error (in pixels) compared to covariance descriptor with using a fixed bounding box. From this work, it is believed that we have constructed a great solution in choosing best layer for this descriptor. This will be addressed in the next future work such as consider target motion during tracking.


Micromachines ◽  
2021 ◽  
Vol 12 (8) ◽  
pp. 986
Author(s):  
Pardeep Kumar ◽  
Michaël Gauthier ◽  
Redwan Dahmouche

Robotic manipulation and assembly of micro and nanocomponents in confined spaces is still a challenge. Indeed, the current proposed solutions that are highly inspired by classical industrial robotics are not currently able to combine precision, compactness, dexterity, and high blocking forces. In a previous work, we proposed 2-D in-hand robotic dexterous manipulation methods of arbitrary shaped objects that considered adhesion forces that exist at the micro and nanoscales. Direct extension of the proposed method to 3-D would involve an exponential increase in complexity. In this paper, we propose an approach that allows to plan for 3-D dexterous in-hand manipulation with a moderate increase in complexity. The main idea is to decompose any 3-D motion into a 3-D translation and three rotations about specific axes related to the object. The obtained simulation results show that 3-D in-hand dexterous micro-manipulation of arbitrary objects in presence of adhesion forces can be planned in just few seconds.


Author(s):  
Hsien-Yu Meng ◽  
Zhenyu Tang ◽  
Dinesh Manocha

We present a novel geometric deep learning method to compute the acoustic scattering properties of geometric objects. Our learning algorithm uses a point cloud representation of objects to compute the scattering properties and integrates them with ray tracing for interactive sound propagation in dynamic scenes. We use discrete Laplacian-based surface encoders and approximate the neighborhood of each point using a shared multi-layer perceptron. We show that our formulation is permutation invariant and present a neural network that computes the scattering function using spherical harmonics. Our approach can handle objects with arbitrary topologies and deforming models, and takes less than 1ms per object on a commodity GPU. We have analyzed the accuracy and perform validation on thousands of unseen 3D objects and highlight the benefits over other point-based geometric deep learning methods. To the best of our knowledge, this is the first real-time learning algorithm that can approximate the acoustic scattering properties of arbitrary objects with high accuracy.


Author(s):  
Francesco A. Genco ◽  
Francesca Poggiolesi ◽  
Lorenzo Rossi

AbstractThe notion of grounding is usually conceived as an objective and explanatory relation. It connects two relata if one—the ground—determines or explains the other—the consequence. In the contemporary literature on grounding, much effort has been devoted to logically characterize the formal aspects of grounding, but a major hard problem remains: defining suitable grounding principles for universal and existential formulae. Indeed, several grounding principles for quantified formulae have been proposed, but all of them are exposed to paradoxes in some very natural contexts of application. We introduce in this paper a first-order formal system that captures the notion of grounding and avoids the paradoxes in a novel and non-trivial way. The system we present formally develops Bolzano’s ideas on grounding by employing Hilbert’s ε-terms and an adapted version of Fine’s theory of arbitrary objects.


2021 ◽  
Author(s):  
Wei Yang ◽  
Chris Paxton ◽  
Arsalan Mousavian ◽  
Yu-Wei Chao ◽  
Maya Cakmak ◽  
...  
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