5 ms·
While their approach is clever, it is not guaranteed to converge in a fixed number of iterations. Author states that constrained Delaunay Triangulation is "slo
by opticalflow 9y ago
While their approach is clever, it is not guaranteed to converge in a fixed number of iterations. Author states that constrained Delaunay Triangulation is "slow and error-prone". I disagree -- I've implemented parallel and recursive Delaunay on GPU before, and it converges in a fixed number of recursions -- for a taste of the general approach, see here:
http://www.comp.nus.edu.sg/~tants/jfa/i3d06-submitted.pdf http://www.comp.nus.edu.sg/~tants/jfa/i3d06-submitted.pdf
JFA could certainly be "abused" for this purpose.
- vanderZwan 9y agoFor those who don't immediately know what JFA stands for: http://www.comp.nus.edu.sg/~tants/jfa.html http://www.comp.nus.edu.sg/~tants/jfa.html
- chrisseaton 9y agoThanks for posting this. I was convinced that Delaunay triangulation was a good example of irregular parallelism - something that fundamentally doesn't work well on a GPU, and have been telling people this for years, so I'll look forward to reading the paper. (A Voronoi diagram is just a different way to show a Delaunay triangulation isn't it?)
- opticalflow 9y agoI was running this on (high end) GPUs back in 2011, in real-time (30fps), on 1920x1080 video textures. I can confirm that the clever recursion and performance of this is mind-boggling. Oh, and you get a distance transform out of it as an intermediate step, just for giggles. My general take is that while linear kernel-thinking in parallel might get nowhere, this is a prime example of recursion solving the problem when parallelism is available. I wish I could claim to have invented it... :)
- malux85 9y agoThat sounds fascinating, can you explain the project a bit more?
- opticalflow 9y agoWe were doing GPU-based 2D-3D conversion for HD and 4K and one of the intermediate steps required that we compute a DT (distance transform), and JFA was perfect for this. The DT was used along with a Hough transform (also real-time) to conduct vanishing point and geometry analysis.
- tripzilch 9y ago> A Voronoi diagram is just a different way to show a Delaunay triangulation isn't it? Yes, Voronoi and Delaunay are duals of eachother, so you can flip between them. Edges of one turn to vertices of the other and vice versa.
- Iv 9y ago> While their approach is clever, it is not guaranteed to converge in a fixed number of iterations. Are you sure about it? I struggle to find a case where the quadtree version of their algorithm would not converge.
- opticalflow 9y agoI didn't mean to imply that there were cases where it would Never converge, just that the number of iterations is not a-priori fixed or predictable.
- Iv 9y agoMy intuition is that the worst case scenario would be a fractal-like curve with multiple solutions (imagine a snake-like polygon following a Hilbert pattern). In that case the algorithm would need to explore all of the smallest squares, that gives us a higher bound on the number of iterations. It will be far less in most cases. Would the delaunay-based algorithm be faster in the worst case?