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by blamestross
1227 days ago
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> Qhull does not support triangulation of non-convex surfaces, mesh generation of non-convex objects, medium-sized inputs in 9-D and higher, alpha shapes, weighted Voronoi diagrams, Voronoi volumes, or constrained Delaunay triangulations, You are going to have to roll your own. One trick you can use is that most convex hull algorithms chase O(nlg(n)). That lg(n) implies a branching step which lowers efficiency on GPUs. Your coefficients in high dimensions likely mean an O(n^2) branchless algorithm could run faster on a GPU. Cull points aggressively too, for what little that is worth in high dimensions. I found https://www.sciencedirect.com/science/article/abs/pii/S01678... which looks like it could be a starting point. The real problem is that in dimensions that high, the point set probably already is the hull and all this is a zero signal gain operation. |
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Well, if I have 10,000 samples of a 768-dimension volume, most of those points will probably be inside the volume, and not per se a vertex of the hull.
I’m very comfortable rolling my own solution, so thank you for pointing me to Jarvis’ algorithm!