Thomas Mølhave

dblp:02/2083 · DBLP profile ↗
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17ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 10Artificial intelligence and machine learning · 7Databases, data management, data science and information retrieval · 7Applied, interdisciplinary, general and emerging computing · 7

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
4 papers
Computational geometry · 74% Algorithms and data structures · 26%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%
Databases, data mining, and information retrieval
1 paper
Spatial and temporal data management · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry › topological data analysis
contour tree
0.212015
Maintaining Contour Trees of Dynamic Terrains · SoCG 2015
Computational geometry › geometric data structures
kinetic data structures
0.212015
Maintaining Contour Trees of Dynamic Terrains · SoCG 2015
Algorithms and data structures › memory hierarchy › external memory data structures
i/o-efficient data structures
0.112011
I/O-Efficient Contour Queries on Terrains · SODA 2011
Algorithms and data structures › memory hierarchy
external memory algorithms
0.112008
I/o-efficient efficient algorithms for computing contours on a terrain · SCG 2008

Methods — techniques the papers use, named apart from their topics

spatial interaction modeling · 0.2level-set queries · 0.2individual-based simulation · 0.2i/o-efficient data structures · 0.2kinetic data structures · 0.2terrain triangulation · 0.1i/o-efficient algorithms · 0.1
YearPublicationVenuePosition
2015 Maintaining Contour Trees of Dynamic Terrains
abstract
We study the problem of maintaining the contour tree T of a terrain Sigma, represented as a triangulated xy-monotone surface, as the heights of its vertices vary continuously with time. We characterize the combinatorial changes in T and how they relate to topological changes in Sigma. We present a kinetic data structure (KDS) for maintaining T efficiently. It maintains certificates that fail, i.e., an event occurs, only when the heights of two adjacent vertices become equal or two saddle vertices appear on the same contour. Assuming that the heights of two vertices of Sigma become equal only O(1) times and these instances can be computed in O(1) time, the KDS processes O(kappa + n) events, where n is the number of vertices in Sigma and kappa is the number of events at which the combinatorial structure of T changes, and processes each event in O(log n) time. The KDS can be extended to maintain an augmented contour tree and a join/split tree.
Pankaj K. Agarwal, Thomas Mølhave, Morten Revsbæk, Issam Safa, Yusu Wang 0001, Jungwoo Yang
SoCG2
2014 Computing highly occluded paths using a sparse network
abstract
Computing paths over a terrain that are highly occluded with respect to observers is an important problem in GIS. Given a fast algorithm for computing the visibility map, the path-planning step becomes the bottleneck. In this paper, we present an approach for quickly computing occluded paths over a terrain using a sparse network, a sparse 1-dimensional network over the terrain. We present different strategies for constructing the sparse network. Experimental results show that our approach results in significantly improved time for computing highly occluded paths between two query points, and that the different strategies offer a tradeoff between higher-quality paths and lower preprocessing times. Furthermore, there are strategies that achieve near-optimal paths with small preprocessing cost.
Niel Lebeck, Thomas Mølhave, Pankaj K. Agarwal
SIGSPATIAL/GIS2
2013 Computing highly occluded paths on a terrain
abstract
Understanding the locations of highly occluded paths on a terrain is an important GIS problem. In this paper we present a model and a fast algorithm for computing highly occluded paths on a terrain. It does not assume the observer locations to be known and yields a path likely to be occluded under a rational observer strategy. We present experimental results that examine several different observer strategies. The repeated visibility map computations necessary for our model is expedited using a fast algorithm for calculating approximate visibility maps that models the decrease in observational fidelity as distance increases. The algorithm computes a multiresolution approximate visibility map and makes use of a graphics processing unit (GPU) to speed up computation. We present experimental results on terrrain data sets with up to 144 million points.
Niel Lebeck, Thomas Mølhave, Pankaj K. Agarwal
SIGSPATIAL/GIS2
2013 Model-driven matching and segmentation of trajectories
abstract
A fundamental problem in analyzing trajectory data is to identify common patterns between pairs or among groups of trajectories. In this paper, we consider the problem of matching similar portions between a pair of trajectories, each observed as a sequence of points sampled from it. We present new measures of trajectory similarity --- both local and global --- between a pair of trajectories to distinguish between similar and dissimilar portions. We then use this model to perform segmentation of a set of trajectories into fragments, contiguous portions of trajectories shared by many of them.
Swaminathan Sankararaman, Pankaj K. Agarwal, Thomas Mølhave, Jiangwei Pan, Arnold P. Boedihardjo
SIGSPATIAL/GIS3
2012 Simplifying Massive Contour Maps
Lars Arge, Lasse Deleuran, Thomas Mølhave, Morten Revsbæk, Jakob Truelsen
ESA3
2011 Exploiting temporal coherence in forest dynamics simulation
abstract
Understanding the impact of climate and land-use on forest ecosystems involves modeling and simulating complex spatial interactions at many different scales. With this goal in mind, we have developed an individual-based, spatially explicit forest simulator, which incorporates fine-scale processes that influence forest dynamics. In this paper we present new, faster algorithms for computing understory light and for dispersal of seeds --- the two most computationally intensive submodules in our simulator. By exploiting temporal coherence, we circumvent the problem of doing the entire simulation at each step. We provide experimental results that support the efficiency and efficacy of our approach.
Pankaj K. Agarwal, Thomas Mølhave, Hai Yu 0005, James S. Clark
SCG2
2011 TerraNNI: natural neighbor interpolation on a 3D grid using a GPU
abstract
With modern focus on LiDAR technology the amount of topographic data, in the form of massive point clouds, has increased dramatically. Furthermore, due to the popularity of LiDAR, repeated surveys of the same areas are becoming more common. This trend will only increase as topographic changes prompt surveys over already scanned terrain, in which case we obtain large spatio-temporal data sets.
Alex Beutel, Thomas Mølhave, Pankaj K. Agarwal, Arnold P. Boedihardjo, James A. Shine
GIS2
2011 I/O-Efficient Contour Queries on Terrains
abstract
A terrain M can be represented as a triangulation of the plane along with a height function associated with the vertices (and linearly interpolated within the edges and triangles) of M. We investigate the problem of answering contour queries on M: Given a height ℓ and a triangle f of M that intersects the level set of M at height ℓ, report the list of the edges of the connected component of this level set that intersect f, sorted in clockwise or counter-clockwise order. Contour queries are different from level-set queries in that only one contour (connected component of the level set) out of all those that may exist is expected to be reported. We present an I/O-efficient data structure of linear size that answers a contour query in O(logB N + T/B) I/Os, where N is the number of triangles in the terrain and T is the number of edges in the output contour. The data structure can be constructed using O(Sort(N)) I/Os.
Pankaj K. Agarwal, Thomas Mølhave, Bardia Sadri
SODA2
2010 Cleaning massive sonar point clouds
abstract
We consider the problem of automatically cleaning massive sonar data point clouds, that is, the problem of automat-ically removing noisy points that for example appear as a result of scans of (shoals of) fish, multiple reflections, scan-ner self-reflections, refraction in gas bubbles, and so on. We describe a new algorithm that avoids the problems of previous local-neighbourhood based algorithms. Our algo-rithm is theoretically I/O-efficient, that is, it is capable of efficiently processing massive sonar point clouds that do not fit in internal memory but must reside on disk. The algo-rithm is also relatively simple and thus practically efficient, partly due to the development of a new simple algorithm for computing the connected components of a graph embedded in the plane. A version of our cleaning algorithm has already been incorporated in a commercial product. Categories and Subject Descriptors: F.2.2 [Analysis of algorithms and problem complexity]: Nonnumerical algo-rithms and problems—Geometrical problems and computa-tions
Lars Arge, Kasper Green Larsen, Thomas Mølhave, Freek van Walderveen
GIS3
2010 Natural neighbor interpolation based grid DEM construction using a GPU
abstract
With modern LiDAR technology the amount of topographic data, in the form of massive point clouds, has increased dramatically. One of the most fundamental GIS tasks is to construct a grid digital elevation model (DEM) from these 3D point clouds. In this paper we present a simple yet very fast algorithm for constructing a grid DEM from massive point clouds using natural neighbor interpolation (NNI). We use a graphics processing unit (GPU) to significantly speed up the computation. To handle the large data sets and to deal with graphics hardware limitations clever blocking schemes are used to partition the point cloud. For example, using standard desktop computers and graphics hardware, we construct a high-resolution grid with 150 million cells from two billion points in less than thirty-seven minutes. This is about one-tenth of the time required for the same computer to perform a standard linear interpolation, which produces a much less smooth surface.
Alex Beutel, Thomas Mølhave, Pankaj K. Agarwal
GIS2
2009 Counting in the Presence of Memory Faults
Gerth Stølting Brodal, Allan Grønlund Jørgensen, Gabriel Moruz, Thomas Mølhave
ISAAC4
2009 Fault Tolerant External Memory Algorithms
Gerth Stølting Brodal, Allan Grønlund Jørgensen, Thomas Mølhave
WADS3
2008 I/o-efficient efficient algorithms for computing contours on a terrain
abstract
A terrain M is the graph of a bivariate function. We assume that M is represented as a triangulated surface with N vertices. A contour (or isoline) of M is a connected component of a level set of M. Generically, each contour is a closed polygonal curve; at "critical" levels these curves may touch each other or collapse to a point. We present I/O efficient algorithms for the following two problems related to computing contours of M:
Pankaj K. Agarwal, Lars Arge, Thomas Mølhave, Bardia Sadri
SCG3
2008 Cache-Oblivious Red-Blue Line Segment Intersection
Lars Arge, Thomas Mølhave, Norbert Zeh
ESA2
2007 Optimal Resilient Dynamic Dictionaries
Gerth Stølting Brodal, Rolf Fagerberg, Irene Finocchi, Fabrizio Grandoni 0001, Giuseppe F. Italiano, Allan Grønlund Jørgensen, Gabriel Moruz, Thomas Mølhave
ESA8
2007 TerraStream: from elevation data to watershed hierarchies
abstract
We consider the problem of extracting a river network and a watershed hierarchy from a terrain given as a set of irregularly spaced points. We describe TERRASTREAM, a "pipelined" solution that consists of four main stages: construction of a digital elevation model (DEM), hydrological conditioning, extraction of river networks, and construction of a watershed hierarchy. Our approach has several advantages over existing methods. First, we design and implement the pipeline so that each stage is scalable to massive data sets; a single non-scalable stage would create a bottleneck and limit overall scalability. Second, we develop the algorithms in a general framework so that they work for both TIN and grid DEMs. Furthermore, TERRASTREAM is flexible and allows users to choose from various models and parameters, yet our pipeline is designed to reduce (or eliminate) the need for manual intervention between stages.
Andrew Danner, Thomas Mølhave, Ke Yi 0001, Pankaj K. Agarwal, Lars Arge, Helena Mitásová
GIS2
2007 Priority Queues Resilient to Memory Faults
Allan Grønlund Jørgensen, Gabriel Moruz, Thomas Mølhave
WADS3