• Title/Summary/Keyword: free vertices

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Fault Diameter and Mutually Disjoint Paths in Multidimensional Torus Networks (다차원 토러스 네트워크의 고장지름과 서로소인 경로들)

  • Kim, Hee-Chul;Im, Do-Bin;Park, Jung-Heum
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.176-186
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    • 2007
  • An interconnection network can be represented as a graph where a vertex corresponds to a node and an edge corresponds to a link. The diameter of an interconnection network is the maximum length of the shortest paths between all pairs of vertices. The fault diameter of an interconnection network G is the maximum length of the shortest paths between all two fault-free vertices when there are $_k(G)-1$ or less faulty vertices, where $_k(G)$ is the connectivity of G. The fault diameter of an R-regular graph G with diameter of 3 or more and connectivity ${\tau}$ is at least diam(G)+1 where diam(G) is the diameter of G. We show that the fault diameter of a 2-dimensional $m{\times}n$ torus with $m,n{\geq}3$ is max(m,n) if m=3 or n=3; otherwise, the fault diameter is equal to its diameter plus 1. We also show that in $d({\geq}3)$-dimensional $k_1{\times}k_2{\times}{\cdots}{\times}k_d$ torus with each $k_i{\geq}3$, there are 2d mutually disjoint paths joining any two vertices such that the lengths of all these paths are at most diameter+1. The paths joining two vertices u and v are called to be mutually disjoint if the common vertices on these paths are u and v. Using these mutually disjoint paths, we show that the fault diameter of $d({\geq}3)$-dimensional $k_1{\times}k_2{\times}{\cdots}{\times}k_d$ totus with each $k_i{\geq}3$ is equal to its diameter plus 1.

CLIQUE-TRANSVERSAL SETS IN LINE GRAPHS OF CUBIC GRAPHS AND TRIANGLE-FREE GRAPHS

  • KANG, LIYING;SHAN, ERFANG
    • Bulletin of the Korean Mathematical Society
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    • v.52 no.5
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    • pp.1423-1431
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    • 2015
  • A clique-transversal set D of a graph G is a set of vertices of G such that D meets all cliques of G. The clique-transversal number is the minimum cardinality of a clique-transversal set in G. For every cubic graph with at most two bridges, we first show that it has a perfect matching which contains exactly one edge of each triangle of it; by the result, we determine the exact value of the clique-transversal number of line graph of it. Also, we present a sharp upper bound on the clique-transversal number of line graph of a cubic graph. Furthermore, we prove that the clique-transversal number of line graph of a triangle-free graph is at most the chromatic number of complement of the triangle-free graph.

THE AUTOMORPHISM GROUPS OF ARTIN GROUPS OF EDGE-SEPARATED CLTTF GRAPHS

  • Byung Hee An;Youngjin Cho
    • Journal of the Korean Mathematical Society
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    • v.60 no.6
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    • pp.1171-1213
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    • 2023
  • This work is a continuation of Crisp's work on automorphism groups of CLTTF Artin groups, where the defining graph of a CLTTF Artin group is connected, large-type, and triangle-free. More precisely, we provide an explicit presentation of the automorphism group of an edge-separated CLTTF Artin group whose defining graph has no separating vertices.

Reducing the Search Space for Pathfinding in Navigation Meshes by Using Visibility Tests

  • Kim, Hyun-Gil;Yu, Kyeon-Ah;Kim, Jun-Tae
    • Journal of Electrical Engineering and Technology
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    • v.6 no.6
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    • pp.867-873
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    • 2011
  • A navigation mesh (NavMesh) is a suitable tool for the representation of a three-dimensional game world. A NavMesh consists of convex polygons covering free space, so the path can be found reliably without detecting collision with obstacles. The main disadvantage of a NavMesh is the huge state space. When the $A^*$ algorithm is applied to polygonal meshes for detailed terrain representation, the pathfinding can be inefficient due to the many states to be searched. In this paper, we propose a method to reduce the number of states searched by using visibility tests to achieve fast searching even on a detailed terrain with a large number of polygons. Our algorithm finds the visible vertices of the obstacles from the critical states and uses the heuristic function of $A^*$, defined as the distance to the goal through such visible vertices. The results show that the number of searched states can be substantially reduced compared to the $A^*$ search with a straight-line distance heuristic.

THE ANNIHILATOR IDEAL GRAPH OF A COMMUTATIVE RING

  • Alibemani, Abolfazl;Bakhtyiari, Moharram;Nikandish, Reza;Nikmehr, Mohammad Javad
    • Journal of the Korean Mathematical Society
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    • v.52 no.2
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    • pp.417-429
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    • 2015
  • Let R be a commutative ring with unity. The annihilator ideal graph of R, denoted by ${\Gamma}_{Ann}(R)$, is a graph whose vertices are all non-trivial ideals of R and two distinct vertices I and J are adjacent if and only if $I{\cap}Ann(J){\neq}\{0\}$ or $J{\cap}Ann(I){\neq}\{0\}$. In this paper, we study some connections between the graph-theoretic properties of this graph and some algebraic properties of rings. We characterize all rings whose annihilator ideal graphs are totally disconnected. Also, we study diameter, girth, clique number and chromatic number of this graph. Moreover, we study some relations between annihilator ideal graph and zero-divisor graph associated with R. Among other results, it is proved that for a Noetherian ring R if ${\Gamma}_{Ann}(R)$ is triangle free, then R is Gorenstein.

Application of Quadratic Algebraic Curve for 2D Collision-Free Path Planning and Path Space Construction

  • Namgung, Ihn
    • International Journal of Control, Automation, and Systems
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    • v.2 no.1
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    • pp.107-117
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    • 2004
  • A new algorithm for planning a collision-free path based on an algebraic curve as well as the concept of path space is developed. Robot path planning has so far been concerned with generating a single collision-free path connecting two specified points in a given robot workspace with appropriate constraints. In this paper, a novel concept of path space (PS) is introduced. A PS is a set of points that represent a connection between two points in Euclidean metric space. A geometry mapping (GM) for the systematic construction of path space is also developed. A GM based on the 2$^{nd}$ order base curve, specifically Bezier curve of order two is investigated for the construction of PS and for collision-free path planning. The Bezier curve of order two consists of three vertices that are the start, S, the goal, G, and the middle vertex. The middle vertex is used to control the shape of the curve, and the origin of the local coordinate (p, $\theta$) is set at the centre of S and G. The extreme locus of the base curve should cover the entire area of actual workspace (AWS). The area defined by the extreme locus of the path is defined as quadratic workspace (QWS). The interference of the path with obstacles creates images in the PS. The clear areas of the PS that are not mapped by obstacle images identify collision-free paths. Hence, the PS approach converts path planning in Euclidean space into a point selection problem in path space. This also makes it possible to impose additional constraints such as determining the shortest path or the safest path in the search of the collision-free path. The QWS GM algorithm is implemented on various computer systems. Simulations are carried out to measure performance of the algorithm and show the execution time in the range of 0.0008 ~ 0.0014 sec.

An Ambiguity-free Surface Construction from Volume Data (입체적인 데이터에서 애매성-프리 표면 재구성)

  • Lee, Ee-Taek;Oh, Kwang-Man;Park, Kyu Ho
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.55-66
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    • 1998
  • This paper presents a simple method for relieving the ambiguity problems within the sub-voxel based surface-fitting approach for the surface construction. ECB algorithm is proposed to avoid the ambiguity problem which is the root of the holes within the resulting polygon based approximation. The basic idea of our disambiguation strategy is the use of a set of predefined modeling primitives (we call SMP) which guarantees the topological consistency of resulted surface polygons. 20 SMPs are derived from the extension of the concept of the elementary modeling primitives in the CB algorithm [3], and fit one to five faces of them to the iso-surface crossing a cell with no further processing. A look-up table which has a surface triangle list is pre-calculated using these 20 SMPs. All of surface triangles in the table are from the faces of SMPs and are stored in the form of edge list on which vertices of each surface triangle are located. The resulted polygon based approximation is unique at every threshold value and its validity is guaranteed without considering the complicated problems such as average of density and postprocessing. ECB algorithm could be free from the need for the time consuming post-processing, which eliminates holes by revisiting every boundary cell. Through three experiments of surface construction from volume data, its capability of hole avoidance is showed.

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Progressive Reconstruction of 3D Objects from a Single Freehand Line Drawing (Free-Hand 선화로부터 점진적 3차원 물체 복원)

  • 오범수;김창헌
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.3_4
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    • pp.168-185
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    • 2003
  • This paper presents a progressive algorithm that not only can narrow down the search domain in the course of face identification but also can fast reconstruct various 3D objects from a sketch drawing. The sketch drawing, edge-vertex graph without hidden line removal, which serves as input for reconstruction process, is obtained from an inaccurate freehand sketch of a 3D wireframe object. The algorithm is executed in two stages. In the face identification stage, we generate and classify potential faces into implausible, basis, and minimal faces by using geometrical and topological constraints to reduce search space. The proposed algorithm searches the space of minimal faces only to identify actual faces of an object fast. In the object reconstruction stage, we progressively calculate a 3D structure by optimizing the coordinates of vertices of an object according to the sketch order of faces. The progressive method reconstructs the most plausible 3D object quickly by applying 3D constraints that are derived from the relationship between the object and the sketch drawing in the optimization process. Furthermore, it allows the designer to change viewpoint during sketching. The progressive reconstruction algorithm is discussed, and examples from a working implementation are given.

THE MULTIPLICATIVE VERSION OF WIENER INDEX

  • Hua, Hongbo;Ashrafi, Ali Reza
    • Journal of applied mathematics & informatics
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    • v.31 no.3_4
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    • pp.533-544
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    • 2013
  • The multiplicative version of Wiener index (${\pi}$-index), proposed by Gutman et al. in 2000, is equal to the product of the distances between all pairs of vertices of a (molecular) graph G. In this paper, we first present some sharp bounds in terms of the order and other graph parameters including the diameter, degree sequence, Zagreb indices, Zagreb coindices, eccentric connectivity index and Merrifield-Simmons index for ${\pi}$-index of general connected graphs and trees, as well as a Nordhaus-Gaddum-type bound for ${\pi}$-index of connected triangle-free graphs. Then we study the behavior of ${\pi}$-index upon the case when removing a vertex or an edge from the underlying graph. Finally, we investigate the extremal properties of ${\pi}$-index within the set of trees and unicyclic graphs.

View Synthesis and Coding of Multi-view Data in Arbitrary Camera Arrangements Using Multiple Layered Depth Images

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of Multimedia Information System
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    • v.1 no.1
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    • pp.1-10
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    • 2014
  • In this paper, we propose a new view synthesis technique for coding of multi-view color and depth data in arbitrary camera arrangements. We treat each camera position as a 3-D point in world coordinates and build clusters of those vertices. Color and depth data within a cluster are gathered into one camera position using a hierarchical representation based on the concept of layered depth image (LDI). Since one camera can cover only a limited viewing range, we set multiple reference cameras so that multiple LDIs are generated to cover the whole viewing range. Therefore, we can enhance the visual quality of the reconstructed views from multiple LDIs comparing with that from a single LDI. From experimental results, the proposed scheme shows better coding performance under arbitrary camera configurations in terms of PSNR and subjective visual quality.

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