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We present an algorithm for recovering planted solutions in two well-known models, the stochastic block model and planted constraint satisfaction problems, via a common generalization in terms of random bipartite graphs. Our algorithm…
Path planning for multiple tethered robots is a challenging problem due to the complex interactions among the cables and the possibility of severe entanglements. Previous works on this problem either consider idealistic cable models or…
Channel estimation poses significant challenges in millimeter-wave massive multiple-input multiple-output systems, especially when the base station has fewer radio-frequency chains than antennas. To address this challenge, one promising…
The reconstruction of shredded documents consists of coherently arranging fragments of paper (shreds) to recover the original document(s). A great challenge in computational reconstruction is to properly evaluate the compatibility between…
The As-Rigid-As-Possible (ARAP) shape deformation framework is a versatile technique for morphing, surface modelling, and mesh editing. We discuss an improvement of the ARAP framework in a few aspects: 1. Given a triangular mesh in 3D…
We explore the following problem: given a collection of creases on a piece of paper, each assigned a folding direction of mountain or valley, is there a flat folding by a sequence of simple folds? There are several models of simple folds;…
Graph Neural Networks (GNNs) have emerged as the leading paradigm for learning over graph-structured data. However, their performance is limited by issues inherent to graph topology, most notably oversquashing and oversmoothing. Recent…
This paper presents a novel algorithmic framework for the computational design, simulation, and fabrication of a hexagonal grid-based double-curvature structure with planar hexagonal panels. The journey begins with constructing a robust…
For solving a class of block two-by-two real linear system, a new single-step iteration method based on triangular splitting scheme is proposed in this paper. Then the convergence properties of this method are carefully investigated. In…
In this paper, we consider the problem of representing graphs by triangles whose sides touch. As a simple necessary condition, we show that pairs of vertices must have a small common neighborhood. On the positive side, we present linear…
Automatic segmentation of objects from a single image is a challenging problem which generally requires training on large number of images. We consider the problem of automatically segmenting only the dynamic objects from a given pair of…
Edge-centric distributed computations have appeared as a recent technique to improve the shortcomings of think-like-a-vertex algorithms on large scale-free networks. In order to increase parallelism on this model, edge partitioning -…
The fluid phase diagram of trimer particles composed of one central attractive bead and two repulsive beads was determined as a function of simple geometric parameters using flat-histogram Monte Carlo methods. A variety of self-assembled…
We propose a new two-dimensional meshing algorithm called PINW able to generate meshes that accurately approximate the distance between any two domain points by paths composed only of cell edges. This technique is based on an extension of…
Various modifications of decision trees have been extensively used during the past years due to their high efficiency and interpretability. Tree node splitting based on relevant feature selection is a key step of decision tree learning, at…
We unify and extend previous bijections on plane quadrangulations to bipartite and quasibipartite plane maps. Starting from a bipartite plane map with a distinguished edge and two distinguished corners (in the same face or in two different…
Solving large-scale optimization on-the-fly is often a difficult task for real-time computer graphics applications. To tackle this challenge, model reduction is a well-adopted technique. Despite its usefulness, model reduction often…
The generation of triangle meshes from point clouds, i.e. meshing, is a core task in computer graphics and computer vision. Traditional techniques directly construct a surface mesh using local decision heuristics, while some recent methods…
Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues.…
Lifelong SLAM considers long-term operation of a robot where already mapped locations are revisited many times in changing environments. As a result, traditional graph-based SLAM approaches eventually become extremely slow due to the…