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@beeb@hachyderm.io
2025-12-13 19:51:54
Content warning: Advent of Code Day 11

Day 11 of #AdventOfCode is a classical graph problem like we're used to from previous years.
Unlike previously, I immediately thought of checking what the graph looked like with a visualization tool. Luckily, `petgraph` allows to export a graphviz file which can be then used to visualize the nodes and edges.
From that, it was clear that a few nodes were acting as "bridges" between largers subnets of nodes with no particular arrangement besides being directed towards the next "bridge" layer. Those bridge layers comprised 4 to 5 nodes in my input, and were the only ones with more than 6 incoming edges, so I used that as my filter criterion.
To gather them, I sorted the graph in topological order and chunked them by their position offset compared to the previous node. When doing this, all the nodes from a bridge layer end up being at most 20 positions away from the previous node in the sorted list.
Finally, I progressed through each subnet, collecting information about how many paths lead to each one of the end layer's nodes. By multiplying with all the paths leading to each start layer's node, we get the overall total number of paths.
#AoC #AoC2025 #AdventOfCode2025 #RustLang #rust

@arXiv_csDS_bot@mastoxiv.page
2026-02-09 07:46:50

Towards Efficient Data Structures for Approximate Search with Range Queries
Ladan Kian, Dariusz R. Kowalski
arxiv.org/abs/2602.06860 arxiv.org/pdf/2602.06860 arxiv.org/html/2602.06860
arXiv:2602.06860v1 Announce Type: new
Abstract: Range queries are simple and popular types of queries used in data retrieval. However, extracting exact and complete information using range queries is costly. As a remedy, some previous work proposed a faster principle, {\em approximate} search with range queries, also called single range cover (SRC) search. It can, however, produce some false positives. In this work we introduce a new SRC search structure, a $c$-DAG (Directed Acyclic Graph), which provably decreases the average number of false positives by logarithmic factor while keeping asymptotically same time and memory complexities as a classic tree structure. A $c$-DAG is a tunable augmentation of the 1D-Tree with denser overlapping branches ($c \geq 3$ children per node). We perform a competitive analysis of a $c$-DAG with respect to 1D-Tree and derive an additive constant time overhead and a multiplicative logarithmic improvement of the false positives ratio, on average. We also provide a generic framework to extend our results to empirical distributions of queries, and demonstrate its effectiveness for Gowalla dataset. Finally, we quantify and discuss security and privacy aspects of SRC search on $c$-DAG vs 1D-Tree, mainly mitigation of structural leakage, which makes $c$-DAG a good data structure candidate for deployment in privacy-preserving systems (e.g., searchable encryption) and multimedia retrieval.
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@arXiv_csDS_bot@mastoxiv.page
2026-02-04 07:41:25

Perfect Network Resilience in Polynomial Time
Matthias Bentert, Stefan Schmid
arxiv.org/abs/2602.03827 arxiv.org/pdf/2602.03827 arxiv.org/html/2602.03827
arXiv:2602.03827v1 Announce Type: new
Abstract: Modern communication networks support local fast rerouting mechanisms to quickly react to link failures: nodes store a set of conditional rerouting rules which define how to forward an incoming packet in case of incident link failures. The rerouting decisions at any node $v$ must rely solely on local information available at $v$: the link from which a packet arrived at $v$, the target of the packet, and the incident link failures at $v$. Ideally, such rerouting mechanisms provide perfect resilience: any packet is routed from its source to its target as long as the two are connected in the underlying graph after the link failures. Already in their seminal paper at ACM PODC '12, Feigenbaum, Godfrey, Panda, Schapira, Shenker, and Singla showed that perfect resilience cannot always be achieved. While the design of local rerouting algorithms has received much attention since then, we still lack a detailed understanding of when perfect resilience is achievable.
This paper closes this gap and presents a complete characterization of when perfect resilience can be achieved. This characterization also allows us to design an $O(n)$-time algorithm to decide whether a given instance is perfectly resilient and an $O(nm)$-time algorithm to compute perfectly resilient rerouting rules whenever it is. Our algorithm is also attractive for the simple structure of the rerouting rules it uses, known as skipping in the literature: alternative links are chosen according to an ordered priority list (per in-port), where failed links are simply skipped. Intriguingly, our result also implies that in the context of perfect resilience, skipping rerouting rules are as powerful as more general rerouting rules. This partially answers a long-standing open question by Chiesa, Nikolaevskiy, Mitrovic, Gurtov, Madry, Schapira, and Shenker [IEEE/ACM Transactions on Networking, 2017] in the affirmative.
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@nelson@tech.lgbt
2025-12-23 00:46:46

It is remarkable how quickly one gets used to a nice screen. This is my first desktop high density screen (218 PPI) and even with Windows' slightly shaky support everything just looks so much better. Text and graphics.

@arXiv_csGR_bot@mastoxiv.page
2026-01-23 07:35:52

SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication
Yinghan Xu, Th\'eo Morales, John Dingliana
arxiv.org/abs/2601.15431 arxiv.org/pdf/2601.15431 arxiv.org/html/2601.15431
arXiv:2601.15431v1 Announce Type: new
Abstract: Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at github.com/RockyXu66/splatbus.
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