algorithm – by Kiel Williams

For a general graph with an arbitrary number of nodes and edges, it's usually not obvious what the shortest path is between two nodes. Dijkstra's algorithm is a famous method for systematically determining the length of that shortest path. I explore how to implement this algorithm for a simple graph in 2D, and show how it still works even if the path is subject to some simple constraints. **Read More ›**

algorithm – by Yubo 'Paul' Yang

Meltdown is a hardware exploit that allows an unprivileged user to access system memory. **Read More ›**

algorithm – by Yubo 'Paul' Yang

Marching cubes is a Classic algorithm for isosurface extraction. It utilizes efficient table lookups to extract a 2D isosurface from 3D volumetric data. The isosurface is represented in terms of a collection of triangles, which are easily rendered by graphics hardware. Although marching cubes is a rather dated algorithm, it demonstrates much of the concepts behind modern rendering approaches. **Read More ›**

algorithm – by Eli Chertkov

This talk is about an application of the statistical physics of phase transitions to the analysis of a class of NP-complete computational problems. **Read More ›**

algorithm – by Kiel Williams

How can we use a simple conceptual approach to numerically solve a nontrivial PDE? **Read More ›**