BFS
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Related Articles from SNS
Graph Traversal on Tensor Cores: A BFS Framework for Modern GPUs
arXiv:2606.05081v1 Announce Type: new Abstract: Modern GPUs have Tensor Cores (TCs) capable of extremely high-throughput matrix operations, yet graph algorithms remain difficult to accelerate because of their irregular and data-dependent execution patterns. This work presents BLEST, a TC-accelerated framework that reformulates Breadth-First Search (BFS) as a bit-level sparse matrix-vector computation while addressing the load imbalance, memory inefficiency, and synchronization overheads that...
Dynamic Breadth First Search with Predictions
arXiv:2606.01187v1 Announce Type: new Abstract: Given a graph $G(V,E)$ having $n$ vertices and $m$ edges, we maintain its Breadth-First Search (BFS) tree from source $s$ under an online sequence of edge updates in the prediction model. Our approach leverages a predicted update sequence aiding online processing.
Wall Shear Stress Reconstruction from Concentration: Differentiable Physics and Physics-Informed Neural Networks
arXiv:2606.06313v1 Announce Type: cross Abstract: Wall shear stress (WSS) governs near-wall transport dynamics and is a key hemodynamic indicator in cardiovascular flows, yet remains difficult to infer accurately due to the need for precise computation of near-wall velocity gradients. Passive scalar fields, such as concentration or temperature, are advected by the same underlying velocity field and have the potential to uncover hidden flow physics metrics such as WSS. In this work, we...
Show HN: Mnemo – local-first AI memory layer for any LLM (Rust, SQLite,petgraph)
Local-first AI memory layer for any LLM. Persistent knowledge graph, entity extraction, semantic retrieval — no cloud required. Most LLMs forget everything the moment a conversation ends.
AeroMesa: Efficient Data Management System for Multi-Dimensional Spatio-Temporal Trajectories
arXiv:2606.09581v1 Announce Type: new Abstract: The rapid growth of trajectory data -- especially the dense 4D traces generated by unmanned aerial vehicles (UAVs) -- is placing mounting pressure on spatio-temporal data management systems. Existing HBase-based trajectory indexes suffer from three limitations: coarse-grained temporal pruning, locality-unfriendly XZ2 spatial encodings with workload-blind ordering, and severe row-key interval fragmentation when altitude is jointly encoded with...
Wall Shear Stress Reconstruction from Concentration: Differentiable Physics and Physics-Informed Neural Networks
arXiv:2606.06313v1 Announce Type: new Abstract: Wall shear stress (WSS) governs near-wall transport dynamics and is a key hemodynamic indicator in cardiovascular flows, yet remains difficult to infer accurately due to the need for precise computation of near-wall velocity gradients. Passive scalar fields, such as concentration or temperature, are advected by the same underlying velocity field and have the potential to uncover hidden flow physics metrics such as WSS. In this work, we...
A Novel Procedural Generation for Level Design of Mansions and Dungeons
arXiv:2606.03857v1 Announce Type: new Abstract: Procedural Content Generation (PCG) has become an essential technique in game development due to its ability to reduce production time and cost while increasing replayability and variety. However, when not aligned with level design principles, PCG can lead to incoherent spatial structures and poor gameplay experiences. This work proposes a PCG method guided by level design principles to generate structured indoor environments - such as houses,...
Listing Even Cycles Faster than the Submodular-Width Barrier
arXiv:2605.30564v1 Announce Type: new Abstract: A classic result of Alon, Yuster, and Zwick (AYZ, Algorithmica 1997) shows that all $2k$-cycles in an $m$-edge graph can be listed in $\tilde O(m^{2-1/k}+t)$ time, where $t$ is the output size. This bound underlies the {\em submodular width} of Marx (JACM 2013) and the PANDA framework of Abo Khamis, Ngo, and Suciu (PODS 2017), which extend AYZ to arbitrary conjunctive queries with degree constraints. A central open question is whether...
Making Graphics Like it's 1993
Personal website and blog. Catlantean 3D is a side-project I've been slowly building in my spare time for over a year, and I intend to release it on Steam next year. My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s, while allowing myself the luxury of using a modern compiler and a platform abstraction layer.
Distributed Local Verification using Proofs with(out) Errors
Announce Type: replace Abstract: We study local verification of graph properties in distributed networks under the framework of \emph{locally checkable proofs} (LCPs). In an LCP, a prover assigns proof labels to nodes, and a distributed verifier must make all nodes accept if the graph satisfies the property, while at least one node rejects otherwise. Each node bases its decision on a local neighborhood, called its \emph{view distance}.