@inproceedings{13868,
author = {Pukrop, Simon and Mäcker, Alexander and Meyer auf der Heide, Friedhelm},
booktitle = {Proceedings of the 46th International Conference on Current Trends in Theory and Practice of Computer Science (SOFSEM)},
title = {{Approximating Weighted Completion Time for Order Scheduling with Setup Times}},
year = {2020},
}
@unpublished{16968,
abstract = {In this work, we initiate the research about the Gathering problem for robots
with limited viewing range in the three-dimensional Euclidean space. In the
Gathering problem, a set of initially scattered robots is required to gather at
the same position. The robots' capabilities are very restricted -- they do not
agree on any coordinate system or compass, have a limited viewing range, have
no memory of the past and cannot communicate. We study the problem in two
different time models, in FSYNC (fully synchronized discrete rounds) and the
continuous time model. For FSYNC, we introduce the 3D-Go-To-The-Center-strategy
and prove a runtime of $\Theta(n^2)$ that matches the currently best runtime
bound for the same model in the Euclidean plane [SPAA'11]. Our main result is
the generalization of contracting strategies (continuous time) from
[Algosensors'17] to three dimensions. In contracting strategies, every robot
that is located on the global convex hull of all robots' positions moves with
full speed towards the inside of the convex hull. We prove a runtime bound of
$O(\Delta \cdot n^{3/2})$ for any three-dimensional contracting strategy, where
$\Delta$ denotes the diameter of the initial configuration. This comes up to a
factor of $\sqrt{n}$ close to the lower bound of $\Omega (\Delta \cdot n)$
which is already true in two dimensions. In general, it might be hard for
robots with limited viewing range to decide whether they are located on the
global convex hull and which movement maintains the connectivity of the swarm,
rendering the design of concrete contracting strategies a challenging task. We
prove that the continuous variant of 3D-Go-To-The-Center is contracting and
keeps the swarm connected. Moreover, we give a simple design criterion for
three-dimensional contracting strategies that maintains the connectivity of the
swarm and introduce an exemplary strategy based on this criterion.},
author = {Braun, Michael and Castenow, Jannik and Meyer auf der Heide, Friedhelm},
booktitle = {arXiv:2005.07495},
title = {{Local Gathering of Mobile Robots in Three Dimensions}},
year = {2020},
}
@article{16299,
author = {Castenow, Jannik and Fischer, Matthias and Harbig, Jonas and Jung, Daniel and Meyer auf der Heide, Friedhelm},
issn = {0304-3975},
journal = {Theoretical Computer Science},
pages = {289--309},
title = {{Gathering Anonymous, Oblivious Robots on a Grid}},
doi = {10.1016/j.tcs.2020.02.018},
volume = {815},
year = {2020},
}
@inproceedings{12870,
author = {Feldkord, Björn and Knollmann, Till and Malatyali, Manuel and Meyer auf der Heide, Friedhelm},
booktitle = {Proceedings of the 17th Workshop on Approximation and Online Algorithms (WAOA)},
pages = {120 -- 137},
publisher = {Springer},
title = {{Managing Multiple Mobile Resources}},
doi = {10.1007/978-3-030-39479-0_9},
year = {2019},
}
@article{13873,
author = {Feldkord, Björn and Meyer auf der Heide, Friedhelm},
journal = {ACM Transactions on Parallel Computing (TOPC)},
number = {3},
title = {{The Mobile Server Problem}},
doi = {10.1145/3364204},
volume = {6},
year = {2019},
}
@unpublished{16341,
abstract = {We present a technique for rendering highly complex 3D scenes in real-time by
generating uniformly distributed points on the scene's visible surfaces. The
technique is applicable to a wide range of scene types, like scenes directly
based on complex and detailed CAD data consisting of billions of polygons (in
contrast to scenes handcrafted solely for visualization). This allows to
visualize such scenes smoothly even in VR on a HMD with good image quality,
while maintaining the necessary frame-rates. In contrast to other point based
rendering methods, we place points in an approximated blue noise distribution
only on visible surfaces and store them in a highly GPU efficient data
structure, allowing to progressively refine the number of rendered points to
maximize the image quality for a given target frame rate. Our evaluation shows
that scenes consisting of a high amount of polygons can be rendered with
interactive frame rates with good visual quality on standard hardware.},
author = {Brandt, Sascha and Jähn, Claudius and Fischer, Matthias and Meyer auf der Heide, Friedhelm},
booktitle = {arXiv:1904.08225},
title = {{Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels}},
year = {2019},
}
@article{13937,
author = {Meyer auf der Heide, Friedhelm},
journal = {Mathematische Semesterberichte},
number = {2},
pages = {259--260},
title = {{Paul Curzon, Peter W. McOwan: Computational Thinking; Die Welt des algorithmischen Denkens – in Spielen, Zaubertricks und Rätseln}},
doi = {10.1007/s00591-019-00249-0},
volume = {66},
year = {2019},
}
@unpublished{16462,
abstract = {We introduce the mobile server problem, inspired by current trends to move
computational tasks from cloud structures to multiple devices close to the end
user. An example for this are embedded systems in autonomous cars that
communicate in order to coordinate their actions.
Our model is a variant of the classical Page Migration Problem. More
formally, we consider a mobile server holding a data page. The server can move
in the Euclidean space (of arbitrary dimension). In every round, requests for
data items from the page pop up at arbitrary points in the space. The requests
are served, each at a cost of the distance from the requesting point and the
server, and the mobile server may move, at a cost $D$ times the distance
traveled for some constant $D$. We assume a maximum distance $m$ the server is
allowed to move per round.
We show that no online algorithm can achieve a competitive ratio independent
of the length of the input sequence in this setting. Hence we augment the
maximum movement distance of the online algorithms to $(1+\delta)$ times the
maximum distance of the offline solution. We provide a deterministic algorithm
which is simple to describe and works for multiple variants of our problem. The
algorithm achieves almost tight competitive ratios independent of the length of
the input sequence.
Our Algorithm also achieves a constant competitive ratio without resource
augmentation in a variant where the distance between two consecutive requests
is restricted to a constant smaller than the limit for the server.},
author = {Feldkord, Björn and Meyer auf der Heide, Friedhelm},
booktitle = {arXiv:1904.05220},
title = {{The Mobile Server Problem}},
year = {2019},
}
@inbook{13939,
author = {Kling, Peter and Meyer auf der Heide, Friedhelm},
booktitle = {Distributed Computing by Mobile Entities, Current Research in Moving and Computing},
pages = {317--334},
publisher = {Springer},
title = {{Continuous Protocols for Swarm Robotics}},
doi = {10.1007/978-3-030-11072-7\_13},
volume = {11340},
year = {2019},
}
@article{13946,
author = {Abu-Khzam, Faisal N. and Li, Shouwei and Markarian, Christine and Meyer auf der Heide, Friedhelm},
journal = {Theoretical Computer Science},
pages = {2--12},
title = {{Efficient parallel algorithms for parameterized problems}},
doi = {10.1016/j.tcs.2018.11.006},
volume = {786},
year = {2019},
}
@article{13770,
author = {Karl, Holger and Kundisch, Dennis and Meyer auf der Heide, Friedhelm and Wehrheim, Heike},
journal = {Business & Information Systems Engineering},
publisher = {Springer},
title = {{A Case for a New IT Ecosystem: On-The-Fly Computing}},
doi = {10.1007/s12599-019-00627-x},
year = {2019},
}
@article{16337,
author = {Brandt, Sascha and Jähn, Claudius and Fischer, Matthias and Meyer auf der Heide, Friedhelm},
issn = {0167-7055},
journal = {Computer Graphics Forum},
location = {Seoul, South Korea},
number = {7},
pages = {413--424},
title = {{Visibility‐Aware Progressive Farthest Point Sampling on the GPU}},
doi = {10.1111/cgf.13848},
volume = {38},
year = {2019},
}
@inproceedings{13942,
author = {Markarian, Christine and Meyer auf der Heide, Friedhelm},
booktitle = {Proceedings of the 8th International Conference on Operations Research and Enterprise Systems},
pages = {315--321},
publisher = {SciTePress},
title = {{Online Algorithms for Leasing Vertex Cover and Leasing Non-metric Facility Location}},
doi = {10.5220/0007369503150321},
year = {2019},
}
@inproceedings{7570,
author = {Meyer auf der Heide, Friedhelm and Schaefer, Johannes Sebastian},
booktitle = {Proceedings of the 30th on Symposium on Parallelism in Algorithms and Architectures - SPAA '18},
isbn = {9781450357999},
location = {Vienna},
publisher = {ACM Press},
title = {{Brief Announcement: Communication in Systems of Home Based Mobile Agents}},
doi = {10.1145/3210377.3210662},
year = {2018},
}
@inbook{16392,
author = {Feldkord, Björn and Malatyali, Manuel and Meyer auf der Heide, Friedhelm},
booktitle = {Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications},
isbn = {9783319125671},
issn = {0302-9743},
title = {{A Dynamic Distributed Data Structure for Top-k and k-Select Queries}},
doi = {10.1007/978-3-319-98355-4_18},
year = {2018},
}
@article{2848,
author = {Li, Shouwei and Markarian, Christine and Meyer auf der Heide, Friedhelm},
journal = {Algorithmica},
number = {5},
pages = {1556–1574},
publisher = {Springer},
title = {{Towards Flexible Demands in Online Leasing Problems. }},
doi = {10.1007/s00453-018-0420-y},
volume = {80},
year = {2018},
}
@inproceedings{2850,
author = {Hamann, Heiko and Markarian, Christine and Meyer auf der Heide, Friedhelm and Wahby, Mostafa},
booktitle = {Ninth International Conference on Fun with Algorithms (FUN)},
title = {{Pick, Pack, & Survive: Charging Robots in a Modern Warehouse based on Online Connected Dominating Sets}},
doi = {10.4230/LIPIcs.FUN.2018.22},
year = {2018},
}
@inproceedings{4375,
abstract = {We present a peer-to-peer network that supports the efficient processing of orthogonal range queries $R=\bigtimes_{i=1}^{d}[a_i,\,b_i]$ in a $d$-dimensional point space.\\
The network is the same for each dimension, namely a distance halving network like the one introduced by Naor and Wieder (ACM TALG'07).
We show how to execute such range queries using $\mathcal{O}\left(2^{d'}d\,\log m + d\,|R|\right)$ hops (and the same number of messages) in total. Here $[m]^d$ is the ground set, $|R|$ is the size and $d'$ the dimension of the queried range.
Furthermore, if the peers form a distributed network, the query can be answered in $\mathcal{O}\left(d\,\log m + d\,\sum_{i=1}^{d}(b_i-a_i+1)\right)$ communication rounds.
Our algorithms are based on a mapping of the Hilbert Curve through $[m]^d$ to the peers.},
author = {Benter, Markus and Knollmann, Till and Meyer auf der Heide, Friedhelm and Setzer, Alexander and Sundermeier, Jannik},
booktitle = {Proceedings of the 4th International Symposium on Algorithmic Aspects of Cloud Computing (ALGOCLOUD)},
keyword = {Distributed Storage, Multi-Dimensional Range Queries, Peer-to-Peer, Hilbert Curve},
location = {Helsinki},
title = {{A Peer-to-Peer based Cloud Storage supporting orthogonal Range Queries of arbitrary Dimension}},
doi = {10.1007/978-3-030-19759-9_4},
year = {2018},
}
@article{2849,
author = {Abu-Khzam, Faisal N. and Markarian, Christine and Meyer auf der Heide, Friedhelm and Schubert, Michael},
journal = {Theory of Computing Systems},
publisher = {Springer},
title = {{Approximation and Heuristic Algorithms for Computing Backbones in Asymmetric Ad-hoc Networks}},
doi = {10.1007/s00224-017-9836-z},
year = {2018},
}
@article{3551,
author = {König, Jürgen and Mäcker, Alexander and Meyer auf der Heide, Friedhelm and Riechers, Sören},
journal = {Journal of Combinatorial Optimization},
number = {4},
pages = {1356--1379},
title = {{Scheduling with interjob communication on parallel processors}},
doi = {10.1007/s10878-018-0325-3},
volume = {36},
year = {2018},
}