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Bounding overwatch

About: Bounding overwatch is a research topic. Over the lifetime, 966 publications have been published within this topic receiving 15156 citations.


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Proceedings ArticleDOI
02 Aug 1999
TL;DR: By identifying special cases in MBC relations, this paper proposes extra filtering steps to reduce the number of false hits in topological and direction queries using spatial data structures based on the minimum bounding circle (MBC) approximation.
Abstract: The representation and processing of spatial queries is important in numerous application domains in the areas of computer-aided design, multimedia databases, spatial and geographic applications. A sample query type in these applications is to find objects that satisfy a specific direction or topological relation with respect to a given object. Due to the large size of these databases and the complexity of geometric algorithms, appropriate indexing techniques and object approximations are crucial. The problem is that the relationships between object approximations are usually a superset of the actual relationships between their corresponding objects, resulting in a number of false hits. A challenge, hence, is to reduce the number of false hits in order to decrease the number of times we invoke the complex geometric algorithms on the actual representations of the objects. In this paper, we describe the support of topological and direction queries using spatial data structures based on the minimum bounding circle (MBC) approximation. By identifying special cases in MBC relations, we propose extra filtering steps to reduce the number of false hits.

18 citations

Proceedings Article
11 Jul 2010
TL;DR: A new class of partitioning heuristics from first-principles geared for likelihood queries are derived, demonstrating their impact on a number of benchmarks for probabilistic reasoning and showing that the results are competitive (often superior) to state-of-the-art bounding schemes.
Abstract: Mini-Bucket Elimination (MBE) is a well-known approximation algorithm deriving lower and upper bounds on quantities of interest over graphical models. It relies on a procedure that partitions a set of functions, called bucket, into smaller subsets, called mini-buckets. The method has been used with a single partitioning heuristic throughout, so the impact of the partitioning algorithm on the quality of the generated bound has never been investigated. This paper addresses this issue by presenting a framework within which partitioning strategies can be described, analyzed and compared. We derive a new class of partitioning heuristics from first-principles geared for likelihood queries, demonstrate their impact on a number of benchmarks for probabilistic reasoning and show that the results are competitive (often superior) to state-of-the-art bounding schemes.

18 citations

Journal Article
TL;DR: In this paper, a specific way to understand successive cyclic movement is proposed, which is empirically superior to recent alternative ways of defining lower bounds on movement, such as applicative and psych constructions.
Abstract: In this paper I argue for a specific way to understand successive cyclic movement by showing that (i) the conceptualization of successive cyclicity I examine requires a ban on movement that is too short, and (ii) the ban required is the one that is empirically superior to recent alternative ways of defining lower bounds on movement. Empirical arguments come from the domains of applicative and psych constructions.

18 citations

Journal Article
TL;DR: Analysis of algorithms for collision detections in virtual scene proves that the simpleness of bounding box is in contradiction with the compactness of wrapped object and the k-DOP method is between AABB method and OBB method in the effectiveness of CD.
Abstract: Different algorithms for collision detections(CD)in virtual scene were surveyed.The principle and effectiveness of axis-aligned bounding boxes(AABB)method,oriented bounding box method(OBB),discrete orientation polytopes(k-DOP)method and Space-Time Bounding Boxes(STBB)method were discussed in detail.The results of analysis prove that the simpleness of bounding box is in contradiction with the compactness of wrapped object and the k-DOP method is between AABB method and OBB method in the effectiveness of CD.The main results are useful for designing virtual scene.

18 citations

Proceedings ArticleDOI
25 Jun 2010
TL;DR: This paper presents a new approach to conservative bounding of displaced Bézier patches that combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes, which results in substantially faster convergence for the bounding volumes of displaced surfaces.
Abstract: In this paper, we present a new approach to conservative bounding of displaced Bezier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of displaced surfaces, prior to tessellation and displacement shading. Our work can be used for different types of culling, ray tracing, and to sort higher order primitives in tiling architectures. For our hull shader implementation, we report performance benefits even for moderate tessellation rates.

18 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023714
20221,629
2021155
202075
201973
201850