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Clemens Kadow

dblp:27/3442 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

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

Theory of computation · 1

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.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%
Theoretical computer science
1 paper
Computational geometry · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
parallel algorithms
0.112006
Engineering a compact parallel delaunay algorithm in 3D · SCG 2006
Parallel and multicore computing › parallel algorithms
shared-memory parallel algorithms
0.112006
Engineering a compact parallel delaunay algorithm in 3D · SCG 2006
Computational geometry › triangulation
delaunay triangulation
0.112006
Engineering a compact parallel delaunay algorithm in 3D · SCG 2006
YearPublicationVenuePosition
2006 Engineering a compact parallel delaunay algorithm in 3D
abstract
We describe an implementation of a compact parallel algorithm for 3D Delaunay tetrahedralization on a 64-processor shared-memory machine. Our algorithm uses a concurrent version of the Bowyer-Watson incremental insertion, and a thread-safe space-efficient structure for representing the mesh. Using the implementation we are able to generate significantly larger Delaunay meshes than have previously been generated—10 billion tetrahedra on a 64 processor SMP using 200GB of RAM.The implementation makes use of a locality based relabeling of the vertices that serves three purposes—it is used as part of the space efficient representation, it improves the memory locality, and it reduces the overhead necessary for locks. The implementation also makes use of a caching technique to avoid excessive decoding of vertex information, a technique for backing out of insertions that collide, and a shared work queue for maintaining points that have yet to be inserted.
Daniel K. Blandford, Guy E. Blelloch, Clemens Kadow
SCG3