• DocumentCode
    2967652
  • Title

    Fast agglomerative clustering for rendering

  • Author

    Walter, Bruce ; Bala, Kavita ; Kulkarni, Milind ; Pingali, Keshav

  • Author_Institution
    Cornell Univ., Ithaca, NY
  • fYear
    2008
  • fDate
    9-10 Aug. 2008
  • Firstpage
    81
  • Lastpage
    86
  • Abstract
    Hierarchical representations of large data sets, such as binary cluster trees, are a crucial component in many scalable algorithms used in various fields. Two major approaches for building these trees are agglomerative, or bottom-up, clustering and divisive, or top-down, clustering. The agglomerative approach offers some real advantages such as more flexible clustering and often produces higher quality trees, but has been little used in graphics because it is frequently assumed to be prohibitively expensive (O(N2) or worse). In this paper we show that agglomerative clustering can be done efficiently even for very large data sets. We introduce a novel locally-ordered algorithm that is faster than traditional heap-based agglomerative clustering and show that the complexity of the tree build time is much closer to linear than quadratic. We also evaluate the quality of the agglomerative clustering trees compared to the best known divisive clustering strategies in two sample applications: bounding volume hierarchies for ray tracing and light trees in the Lightcuts rendering algorithm. Tree quality is highly application, data set, and dissimilarity function specific. In our experiments the agglomerative-built tree quality is consistently higher by margins ranging from slight to significant, with up to 35% reduction in tree query times.
  • Keywords
    computational complexity; pattern clustering; query processing; ray tracing; rendering (computer graphics); tree data structures; very large databases; bottom-up clustering tree; bounding volume hierarchy; divisive clustering tree; fast agglomerative clustering tree; hierarchical data set representation; lightcuts rendering algorithm; locally-ordered algorithm; ray tracing; top-down clustering tree; tree quality; very large data query; Application software; Clustering algorithms; Computer graphics; Costs; Geometry; Layout; Lighting; Ray tracing; Rendering (computer graphics); Tree graphs; Agglomerative clustering; Bottom-up tree construction; Bounding volume hierarchy; Dendogram; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Raytracing; Lightcuts rendering;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Ray Tracing, 2008. RT 2008. IEEE Symposium on
  • Conference_Location
    Los Angeles, CA
  • Print_ISBN
    978-1-4244-2741-3
  • Type

    conf

  • DOI
    10.1109/RT.2008.4634626
  • Filename
    4634626