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  • Articles  (57)
  • Computational geometry  (57)
  • 1990-1994  (57)
  • Mathematics  (57)
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  • Articles  (57)
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  • 1
    Electronic Resource
    Electronic Resource
    Springer
    Algorithmica 11 (1994), S. 404-428 
    ISSN: 1432-0541
    Keywords: Algorithms ; Computational geometry ; Implementation
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We describe the design and implementation of a workbench for computational geometry. We discuss issues arising from this implementation, including comparisons of different algorithms for constant factors, code size, and ease of implementation. The workbench is not just a library of computational geometry algorithms and data structures, but is designed as a geometrical programming environment, providing tools for: creating, editing, and manipulating geometric objects; demonstrating and animating geometric algorithms; and, most importantly, for implementing and maintaining complex geometric algorithms.
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  • 2
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    Algorithmica 11 (1994), S. 469-484 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Hidden surface removal ; Ray shooting
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We derive a new output-sensitive algorithm for hidden surface removal in a collection ofn triangles, viewed from a pointz such that they can be ordered in an acyclic fashion according to their nearness toz. Ifk is the combinatorial complexity of the outputvisibility map, then we obtain a sophisticated randomized algorithm that runs in (randomized) timeO(n4/3 log2.89 n +k 3/5 n 4/5 + δ for anyδ 〉 0. The method is based on a new technique for tracing the visible contours using ray shooting.
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  • 3
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    Algorithmica 11 (1994), S. 501-524 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Maxima ; Probabilistic analysis
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In a recent paper Bentleyet al. [1] presented some fast (low-multiplicative constants) linear-expected-time algorithms for finding the maxima ofN points chosen independently identically distributed (i.i.d.) from a Component Independent (CI) distribution. They also presented another algorithm, the Move-To-Front (MTF) algorithm, which empirical evidence suggests runs faster than the other algorithms. They conjectured that the MTF algorithm runs inN+o(N) expected time. In this paper we prove their conjecture forN points chosen i.i.d. from any two-dimensional distribution. The proof mixes probabilistic and amortized techniques.
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  • 4
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    Algorithmica 12 (1994), S. 1-17 
    ISSN: 1432-0541
    Keywords: Delaunay triangulation ; Polygonal domain ; Finite-element mesh generation ; Edge-free circle ; Computational geometry
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In some applications of triangulation, such as finite-element mesh generation, the aim is to triangulate a given domain, not just a set of points. One approach to meeting this requirement, while maintaining the desirable properties of Delaunay triangulation, has been to enforce the empty circumcircle property of Delaunay triangulation, subject to the additional constraint that the edges of a polygon be covered by edges of the triangulation. In finite-element mesh generation it is usually necessary to include additional points besides the vertices of the domain boundary. This motivates us to ask whether it is possible to trinagulate a domain by introducing additional points in such a manner that the Delaunay triangulation of the points includes the edges of the domain boundary. We present algorithms that given a multiply connected polygonal domain withN vertices, placeK additional points on the boundary inO(N logN + K) time such that the polygon is covered by the edges of the Delaunay triangulation of theN + K points. Furthermore,K is the minimum number of additional points such that a circle, passing through the endpoints of each boundary edge segment, exists that does not contain in its interior any other part of the domain boundary. We also show that by adding only one more point per edge, certain degeneracies that may otherwise arise can be avoided.
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  • 5
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    Algorithmica 12 (1994), S. 18-29 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Closest pair ; Point location ; Centroid ; Amortization
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We give an algorithm that computes the closest pair in a set ofn points ink-dimensional space on-line, inO(n logn) time. The algorithm only uses algebraic functions and, therefore, is optimal. The algorithm maintains a hierarchical subdivision ofk-space into hyperrectangles, which is stored in a binary tree. Centroids are used to maintain a balanced decomposition of this tree.
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  • 6
    ISSN: 1432-0541
    Keywords: Computational geometry ; Ray-shooting ; Triangulation
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract LetP be a simple polygon withn vertices. We present a simple decomposition scheme that partitions the interior ofP intoO(n) so-called geodesic triangles, so that any line segment interior toP crosses at most 2 logn of these triangles. This decomposition can be used to preprocessP in a very simple manner, so that any ray-shooting query can be answered in timeO(logn). The data structure requiresO(n) storage andO(n logn) preprocessing time. By using more sophisticated techniques, we can reduce the preprocessing time toO(n). We also extend our general technique to the case of ray shooting amidstk polygonal obstacles with a total ofn edges, so that a query can be answered inO(√ logn) time.
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  • 7
    ISSN: 1432-0541
    Keywords: Spanning tree ; Steiner tree ; Heuristic algorithm ; Computational geometry ; Rectilinear distance ; Nearest neighbor ; Geographic nearest neighbor ; Decomposable search problem ; Range tree
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We study the application of the geographic nearest neighbor approach to two problems. The first problem is the construction of an approximately minimum length rectilinear Steiner tree for a set ofn points in the plane. For this problem, we introduce a variation of a subgraph of sizeO(n) used by YaO [31] for constructing minimum spanning trees. Using this subgraph, we improve the running times of the heuristics discussed by Bern [6] fromO(n 2 log n) toO(n log2 n). The second problem is the construction of a rectilinear minimum spanning tree for a set ofn noncrossing line segments in the plane. We present an optimalO(n logn) algorithm for this problem. The rectilinear minimum spanning tree for a set of points can thus be computed optimally without using the Voronoi diagram. This algorithm can also be extended to obtain a rectilinear minimum spanning tree for a set of nonintersecting simple polygons.
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  • 8
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    Algorithmica 12 (1994), S. 30-53 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Ray shooting ; Multilevel data structures ; Hidden surface removal ; Output-sensitive
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we study the ray-shooting problem for three special classes of polyhedral objects in space: axis-parallel polyhedra, curtains (unbounded polygons with three edges, two of which are parallel to thez-axis and extend downward to minus infinity), and fat horizontal triangles (triangles parallel to thexy-plane whose angles are greater than some given constant). For all three problems structures are presented usingO(n 2+ɛ) preprocessing, for any fixedɛ 〉 0, withO(logn) query time. We also study the general ray-shooting problem in an arbitrary set of triangles. Here we present a structure that usesOn 4+ɛ) preprocessing and has a query time ofO(logn). We use the ray-shooting structure for curtains to obtain an algorithm for computing the view of a set of nonintersecting prolyhedra. For any ɛ 〉 0, we can obtain an algorithm with running time $$O(n^{1 + \varepsilon } \sqrt k )$$ , wheren is the total number of vertices of the polyhedra andk is the size of the output. This is the first output-sensitive algorithm for this problem that does not need a depth order on the faces of the polyhedra.
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  • 9
    ISSN: 1432-0541
    Keywords: Computational geometry ; Line-segment intersection ; Segment trees ; Lines in space ; Polyhedral terrains ; Deterministic and randomized algorithms
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We consider a variety of problems on the interaction between two sets of line segments in two and three dimensions. These problems range from counting the number of intersecting pairs between m blue segments andn red segments in the plane (assuming that two line segments are disjoint if they have the same color) to finding the smallest vertical distance between two nonintersecting polyhedral terrains in three-dimensional space. We solve these problems efficiently by using a variant of the segment tree. For the three-dimensional problems we also apply a variety of recent combinatorial and algorithmic techniques involving arrangements of lines in three-dimensional space, as developed in a companion paper.
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  • 10
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    Algorithmica 11 (1994), S. 133-145 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Ray shooting ; Half-plane range searching ; ES-trees
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We solve some problems related toray shooting in the plane, such as finding the first object hit by a query ray or counting the number of objects intersected by the query line. Our main results are an algorithm for finding the first hit when the objects are lines, and an algorithm for the case when the objects are segments. If the segments form simple polygons, this information can be used for reducing the complexity of the algorithms. The algorithms are efficient in space and in query time. Moreover, they are simple and therefore of practical use.
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  • 11
    ISSN: 1432-0541
    Keywords: Constructive solid geometry ; Computational geometry ; Boundary representation ; Monotone boolean formulae ; Incremental convex hull
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract Modeling two-dimensional and three-dimensional objects is an important theme in computer graphics. Two main types of models are used in both cases: boundary representations, which represent the surface of an object explicitly but represent its interior only implicitly, and constructive solid geometry representations, which model a complex object, surface and interior together, as a boolean combination of simpler objects. Because neither representation is good for all applications, conversion between the two is often necessary. We consider the problem of converting boundary representations of polyhedral objects into constructive solid geometry (CSG) representations. The CSG representations for a polyhedronP are based on the half-spaces supporting the faces ofP. For certain kinds of polyhedra this problem is equivalent to the corresponding problem for simple polygons in the plane. We give a new proof that the interior of each simple polygon can be represented by a monotone boolean formula based on the half-planes supporting the sides of the polygon and using each such half-plane only once. Our main contribution is an efficient and practicalO(n logn) algorithm for doing this boundary-to-CSG conversion for a simple polygon ofn sides. We also prove that such nice formulae do not always exist for general polyhedra in three dimensions.
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  • 12
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    Algorithmica 10 (1993), S. 399-427 
    ISSN: 1432-0541
    Keywords: Knapsack problems ; Computational geometry ; Convexity ; Dynamic programming
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We study a variety of geometric versions of the classical knapsack problem. In particular, we consider the following “fence enclosure” problem: given a setS ofn points in the plane with valuesv i ≥ 0, we wish to enclose a subset of the points with a fence (a simple closed curve) in order to maximize the “value” of the enclosure. The value of the enclosure is defined to be the sum of the values of the enclosed points minus the cost of the fence. We consider various versions of the problem, such as allowingS to consist of points and/or simple polygons. Other versions of the problems are obtained by restricting the total amount of fence available and also allowing the enclosure to consist of at mostM connected components. When there is an upper bound on the length of fence available, we show that the problem is NP-complete. We also provide polynomial-time algorithms for many versions of the fence problem when an unrestricted amount of fence is available.
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  • 13
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    Algorithmica 9 (1993), S. 1-22 
    ISSN: 1432-0541
    Keywords: Computational geometry ; NP-completeness
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract Givenn demand points on the plane, the EuclideanP-Center problem is to findP supply points, such that the longest distance between each demand point and its closest supply point is minimized. The time complexity of the most efficient algorithm, up to now, isO(n 2 p−1· logn). In this paper, we present an algorithm with time complexityO(n 0(√P)).
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  • 14
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    Algorithmica 9 (1993), S. 84-100 
    ISSN: 1432-0541
    Keywords: Transitive graphs ; Network flow ; VLSI layout ; Computational geometry ; Integer sequences
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract Consider a weighted transitive graph, where each vertex is assigned a positive weight. Given a positive integerk, the maximumk-covering problem is to findk disjoint cliques covering a set of vertices with maximum total weight. An 0(kn 2)-time algorithm to solve the problem in a transitive graph is proposed, wheren is the number of vertices. Based on the proposed algorithm the weighted version of a number of problems in VLSI layout (e.g.,k-layer topological via minimization), computational geometry (e.g., maximum multidimensionalk-chain), graph theory (e.g., maximumk-independent set in interval graphs), and sequence manipulation (e.g., maximum increasingk-subsequence) can be solved inO(kn 2), wheren is the input size.
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  • 15
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    Algorithmica 9 (1993), S. 142-155 
    ISSN: 1432-0541
    Keywords: Voronoi diagram ; Delaunay triangulation ; Duality ; Computational geometry
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We introduce theconstrained Voronoi diagram of a planar straight-line graph containingn vertices or sites where the line segments of the graph are regarded as obstacles, and show that an extended version of this diagram is the dual of theconstrained Delaunay triangulation. We briefly discussO(n logn) algorithms for constructing the extended constrained Voronoi diagram.
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  • 16
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    Algorithmica 9 (1993), S. 168-183 
    ISSN: 1432-0541
    Keywords: Maxima ; Convex hulls ; Computational geometry ; Algorithms
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract This paper examines the expected complexity of boundary problems on a set ofN points inK-space. We assume that the points are chosen from a probability distribution in which each component of a point is chosen independently of all other components. We present an algorithm to find the maximal points usingKN + O (N1−1/K log1/K N) expected scalar comparisons, for fixedK≥ 2. A lower bound shows that the algorithm is optimal in the leading term. We describe a simple maxima algorithm that is easy to code, and present experimental evidence that it has similar running time. For fixedK ≥ 2, an algorithm computes the convex hull of the set in 2KN + O(N1−1/K log1/KN) expected scalar comparisons. The history of the algorithms exhibits interesting interactions among consulting, algorithm design, data analysis, and mathematical analysis of algorithms.
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  • 17
    ISSN: 1432-0541
    Keywords: Computational geometry ; Dynamic algorithm ; Randomized complexity analysis ; Orderk Voronoi diagram
    Source: Springer Online Journal Archives 1860-2000
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    Notes: Abstract Thek-Delaunay tree extends the Delaunay tree introduced in [1], and [2]. It is a hierarchical data structure that allows the semidynamic construction of the higher-order Voronoi diagrams of a finite set ofn points in any dimension. In this paper we prove that a randomized construction of thek-Delaunay tree, and thus of all the order≤k Voronoi diagrams, can be done inO(n logn+k 3n) expected time and O(k2n) expected storage in the plane, which is asymptotically optimal for fixedk. Our algorithm extends tod-dimensional space with expected time complexityO(k ⌈(d+1)/2⌉+1 n ⌊(d+1)/2⌋) and space complexityO(k ⌈(d+1)/2⌉ n ⌊(d+1)/2⌋). The algorithm is simple and experimental results are given.
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  • 18
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    Algorithmica 9 (1993), S. 398-423 
    ISSN: 1432-0541
    Keywords: Computational geometry ; NP-hardness
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we propose a new strategy for designing algorithms, called the searching over separators strategy. Suppose that we have a problem where the divide-and-conquer strategy can not be applied directly. Yet, also suppose that in an optimal solution to this problem, there exists a separator which divides the input points into two parts,A d andC d, in such a way that after solving these two subproblems withA d andC d as inputs, respectively, we can merge the respective subsolutions into an optimal solution. Let us further assume that this problem is an optimization problem. In this case our searching over separators strategy will use a separator generator to generate all possible separators. For each separator, the problem is solved by the divide-and-conquer strategy. If the separator generator is guaranteed to generate the desired separator existing in an optimal solution, our searching over separators strategy will always produce an optimal solution. The performance of our approach will critically depend upon the performance of the separator generator. It will perform well if the total number of separators generated is relatively small. We apply this approach to solve the discrete EuclideanP-median problem (DEPM), the discrete EuclideanP-center problem (DEPC), the EuclideanP-center problem (EPC), and the Euclidean traveling salesperson problem (ETSP). We propose $$O(n^{o(\sqrt P )} )$$ algorithms for the DEPM problem, the DEPC problem, and the EPC problem, and we propose an $$O(n^{o(\sqrt n )} )$$ algorithm for the ETSP problem, wheren is the number of input points.
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  • 19
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    Algorithmica 9 (1993), S. 471-494 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Ray shooting on triangles ; Arrangements of hyperplanes ; 3-Space ; Plücker coordinates ; Isotopy classes
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We present a uniform approach to problems involving lines in 3-space. This approach is based on mapping lines inR 3 into points and hyperplanes in five-dimensional projective space (Plücker space). We obtain new results on the following problems: 1. Preprocessn triangles so as to answer efficiently the query: “Given a ray, which is the first triangle hit?” (Ray- shooting problem). We discuss the ray-shooting problem for both disjoint and nondisjoint triangles. 2. Construct the intersection of two nonconvex polyhedra in an output sensitive way with asubquadratic overhead term. 3. Construct the arrangement ofn intersecting triangles in 3-space in an output-sensitive way, with asubquadratic overhead term. 4. Efficiently detect the first face hit by any ray in a set of axis-oriented polyhedra. 5. Preprocessn lines (segments) so as to answer efficiently the query “Given two lines, is it possible to move one into the other without crossing any of the initial lines (segments)?” (Isotopy problem). If the movement is possible produce an explicit representation of it.
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  • 20
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    Algorithmica 9 (1993), S. 534-560 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Epsilon Geometry ; Approximate computations ; Robust algorithms ; Strongly convex polygons ; Convex hull
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract The first half of this paper introducesEpsilon Geometry, a framework for the development of robust geometric algorithms using inaccurate primitives. Epsilon Geometry is based on a very general model of imprecise computations, which includes floating-point and rounded-integer arithmetic as special cases. The second half of the paper introduces the notion of a (−ɛ)-convex polygon, a polygon that remains convex even if its vertices are all arbitrarily displaced by a distance ofɛ of less, and proves some interesting properties of such polygons. In particular, we prove that for every point set there exists a (−ɛ)-convex polygonH such that every point is at most 4ɛ away fromH. Using the tools of Epsilon Geometry, we develop robust algorithms for testing whether a polygon is (−ɛ)-convex, for testing whether a point is inside a (−ɛ)-convex polygon, and for computing a (−ɛ)-convex approximate hull for a set of points.
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  • 21
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    Algorithmica 9 (1993), S. 572-590 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Duality transform ; Hashing ; Intersection-reporting algorithm ; Linear-space algorithm ; Plane sweep ; Projection ; Simplex range search ; Topological walk
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract This paper presents several algorithms for projecting points so as to give the most uniform distribution. Givenn points in the plane and an integerb, the problem is to find an optimal angleθ ofb equally spaced parallel lines such that points are distributed most uniformly over buckets (regions bounded by two consecutive lines). An algorithm is known only in thetight case in which the two extreme lines are the supporting lines of the point set. The algorithm requiresO(bn2 logn) time and On2+bn) space to find an optimal solution. In this paper we improve the algorithm both in time and space, based on duality transformation. Two linear-space algorithms are presented. One runs in On2+K log n+bn) time, whereK is the number of intersections in the transformed plane.K is shown to beO(@#@ n2+bn@#@) based on a new counting scheme. The other algorithm is advantageous ifb 〈 √n. It performs a simplex range search in each slab to enumerate all the lines that intersectbucket lines, and runs in O(b0.610n1.695+K logn) time. It is also shown that the problem can be solved in polynomial time even in therelaxed case. Its one-dimensional analogue is especially related to the design of an optimal hash function for a static set of keys.
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  • 22
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    Algorithmica 9 (1993), S. 649-668 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Partition of point sets ; Assignment problem
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract This paper presents a new method of partition, namedπ-splitting, of a point set ind-dimensional space. Given a pointG in ad-dimensional simplexT, T(G;i) is the subsimplex spanned by G and the ith facet ofT. LetS be a set ofn points inT, and letπ be a sequence of nonnegative integers π1, ..., nd+1 satisfying σ i=1 d+1 π1=n Theπ-splitter of (T, S) is a pointG inT such thatT(G;i) contains at leastπ i points ofS in its closure for everyi=1, 2, ...,d + 1. The associated dissection is the re-splitting. The existence of aπ-splitting is shown for any (T, S) andπ, and two efficient algorithms for finding such a splitting are given. One runs inO(d2n logn + d3n) time, and the other runs inO(n) time if the dimensiond can be considered as a constant. Applications of re-splitting to mesh generation, polygonal-tour generation, and a combinatorial assignment problem are given.
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    Algorithmica 7 (1992), S. 91-117 
    ISSN: 1432-0541
    Keywords: Randomized ; Parallel algorithm ; Computational geometry ; Point location ; Triangulation ; Trapezoidal decomposition
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We present parallel algorithms for some fundamental problems in computational geometry which have a running time ofO(logn) usingn processors, with very high probability (approaching 1 asn → ∞). These include planar-point location, triangulation, and trapezoidal decomposition. We also present optimal algorithms for three-dimensional maxima and two-set dominance counting by an application of integer sorting. Most of these algorithms run on a CREW PRAM model and have optimal processor-time product which improve on the previously best-known algorithms of Atallah and Goodrich [5] for these problems. The crux of these algorithms is a useful data structure which emulates the plane-sweeping paradigm used for sequential algorithms. We extend some of the techniques used by Reischuk [26] and Reif and Valiant [25] for flashsort algorithm to perform divide and conquer in a plane very efficiently leading to the improved performance by our approach.
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  • 24
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    Algorithmica 7 (1992), S. 3-23 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Parallel algorithms ; Polygon ; All nearest-neighbor problem ; Kernel problem ; Convex hull
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we give parallel algorithms for a number of problems defined on point sets and polygons. All our algorithms have optimalT(n) * P(n) products, whereT(n) is the time complexity andP(n) is the number of processors used, and are for the EREW PRAM or CREW PRAM models. Our algorithms provide parallel analogues to well-known phenomena from sequential computational geometry, such as the fact that problems for polygons can oftentimes be solved more efficiently than point-set problems, and that nearest-neighbor problems can be solved without explicitly constructing a Voronoi diagram.
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  • 25
    ISSN: 1432-0541
    Keywords: Hypercube ; Parallel algorithms ; Convex hull ; Domination ; Computational geometry
    Source: Springer Online Journal Archives 1860-2000
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    Notes: Abstract This paper gives hypercube algorithms for some simple problems involving geometric properties of sets of points. The properties considered emphasize aspects of convexity and domination. Efficient algorithms are given for both fine- and medium-grain hypercube computers, including a discussion of implementation, running times and results on an Intel iPSC hypercube, as well as theoretical results. For both serial and parallel computers, sorting plays an important role in geometric algorithms for determining simple properties, often being the dominant component of the running time. Since the time required to sort data on a hypercube computer is still not fully understood, the running times of some of our algorithms for unsorted data are not completely determined. For both the fine- and medium-grain models, we show that faster expected-case running time algorithms are possible for point sets generated randomly. Our algorithms are developed for sets of planar points, with several of them extending to sets of points in spaces of higher dimension.
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  • 26
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    Algorithmica 8 (1992), S. 55-88 
    ISSN: 1432-0541
    Keywords: Shortest paths ; Voronoi diagrams ; Rectilinear paths ; Wire routing ; Fixed orientation metrics ; Continuous Dijkstra algorithm ; Computational geometry ; Extremal graph theory
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We present an algorithm for computingL 1 shortest paths among polygonal obstacles in the plane. Our algorithm employs the “continuous Dijkstra” technique of propagating a “wavefront” and runs in timeO(E logn) and spaceO(E), wheren is the number of vertices of the obstacles andE is the number of “events.” By using bounds on the density of certain sparse binary matrices, we show thatE =O(n logn), implying that our algorithm is nearly optimal. We conjecture thatE =O(n), which would imply our algorithm to be optimal. Previous bounds for our problem were quadratic in time and space. Our algorithm generalizes to the case of fixed orientation metrics, yielding anO(nɛ−1/2 log2 n) time andO(nɛ−1/2) space approximation algorithm for finding Euclidean shortest paths among obstacles. The algorithm further generalizes to the case of many sources, allowing us to compute anL 1 Voronoi diagram for source points that lie among a collection of polygonal obstacles.
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  • 27
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    Algorithmica 8 (1992), S. 119-144 
    ISSN: 1432-0541
    Keywords: Parallel algorithms ; Computational geometry ; Line-segment intersection reporting ; Segment tree ; PRAM
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    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we give a parallel algorithm for line-segment intersection reporting in the plane. It runs in timeO(((n +k) logn log logn)/p) usingp processors on a concurrent-read-exclusive-write (CREW)-PRAM, wheren is the number of line segments,k is the number of intersections, andp ≤n +k.
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    Algorithmica 8 (1992), S. 195-208 
    ISSN: 1432-0541
    Keywords: Motion planning ; Compliant motion ; Uncertainty ; Robotics ; Computational geometry
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    Topics: Computer Science , Mathematics
    Notes: Abstract Uncertainty in the execution of robot motion plans must be accounted for in the geometric computations from which plans are obtained, especially in the case where position sensing is inaccurate. We give anO(n 2 logn) algorithm to find a single commanded motion direction that will guarantee a successful motion in the plane from a specified start to a specified goal whenever such a one-step motion is possible. The plans account for uncertainty in the start position and in robot control, and anticipate that the robot may stick on or slide along obstacle surfaces with which it comes in contact. This bound improves on the best previous bound by a quadratic factor, and is achieved in part by a new analysis of the geometric complexity of the backprojection of the goal as a function of commanded motion direction.
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    Algorithmica 8 (1992), S. 177-194 
    ISSN: 1432-0541
    Keywords: Matching ; Computational geometry ; Bottleneck optimization problem ; Relative neighborhood graph
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    Notes: Abstract Given a set of pointsV in the plane, the Euclidean bottleneck matching problem is to match each point with some other point such that the longest Euclidean distance between matched points, resulting from this matching, is minimized. To solve this problem, we definek-relative neighborhood graphs, (kRNG) which are derived from Toussaint's relative neighborhood graphs (RNG). Two points are calledk-relative neighbors if and only if there are less thank points ofV which are closer to both of the two points than the two points are to each other. AkRNG is an undirected graph (V,E r k ) whereE r k is the set of pairs of points ofV which arek-relative neighbors. We prove that there exists an optimal solution of the Euclidean bottleneck matching problem which is a subset ofE r 17 . We also prove that ¦E r k ¦ 〈 18kn wheren is the number of points in setV. Our algorithm would construct a 17RNG first. This takesO(n 2) time. We then use Gabow and Tarjan's bottleneck maximum cardinality matching algorithm for general graphs whose time-complexity isO((n logn)0.5 m), wherem is the number of edges in the graph, to solve the bottleneck maximum cardinality matching problem in the 17RNG. This takesO(n 1.5 log0.5 n) time. The total time-complexity of our algorithm for the Euclidean bottleneck matching problem isO(n 2 +n 1.5 log0.5 n).
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    Algorithmica 8 (1992), S. 209-231 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Mesh-connected arrays of processors ; Parallel algorithms
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    Topics: Computer Science , Mathematics
    Notes: Abstract There is a large and growing body of literature concerning the solutions of geometric problems on mesh-connected arrays of processors. Most of these algorithms are optimal (i.e., run in timeO(n 1/d ) on ad-dimensionaln-processor array), and they all assume that the parallel machine is trying to solve a problem of sizen on ann-processor array. Here we investigate the situation where we have a mesh of sizep and we are interested in using it to solve a problem of sizen 〉p. The goal we seek is to achieve, when solving a problem of sizen 〉p, the same speed up as when solving a problem of sizep. We show that for many geometric problems, the same speedup can be achieved when solving a problem of sizen 〉p as when solving a problem of sizep.
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    ISSN: 1432-0541
    Keywords: Computational geometry ; Hidden-line elimination ; Perspective view ; Isothetic rectangles ; Parallelepipeds ; Fractional cascading ; Segment tree ; Range tree ; Dominance relation
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    Notes: Abstract We present a new hidden-line elemination technique for displaying the perspective view of a scene of three-dimensional isothetic parallelepipeds (3D-rectangles). We assume that the 3D-rectangles are totally ordered based upon the dominance relation of occlusion. The perspective view is generated incrementally, starting with the closest 3D-rectangle and proceeding away from the view point. Our algorithm is scene-sensitive and uses0((n +d) logn log logn) time, wheren is the number of 3D-rectangles andd is the number of edges of the display. This improves over the heretofore best known technique. The primary data structure is an efficient alternative to dynamic fractional cascading for use with augmented segment and range trees when the universe is fixed beforehand. It supports queries inO((logn +k) log logn) time, wherek is the size of the response, and insertions and deletions inO(logn log logn) time, all in the worst case.
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    Algorithmica 8 (1992), S. 321-342 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Geometric probing ; Polyhedral scenes
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    Notes: Abstract We show, in this paper, how the exact shapes of a class of polyhedral scenes can be computed by means of a simple sensory device issuing probes. A scene in this class consists of disjoint polyhedra with no collinear edges, no coplanar faces, and such that no edge is contained in the supporting plane of a nonincident face. The basic step of our method is a strategy for probing a single simple polygon with no collinear edges. When each probe outcome consists of a contact point and the normal to the object at the point, we present a strategy that allows us to compute the exact shape of a simple polygon with no collinear edges by means of at most3n — 3 probes, wheren is the number of edges of the polygon. This is optimal in the worst case. This strategy can be extended to probe a family of disjoint polygons. It can also be applied in planar sections of a scene of polyhedra of the class above to find out, in turn, each edge of the scene. If the scene consists ofk polyhedra with altogethern faces andm edges, we show that $$\tfrac{{10}}{3}n\left( {m + k} \right) - 2m - 3k$$ probes are sufficient to compute the exact shapes of the polyhedra.
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    Algorithmica 8 (1992), S. 407-429 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Range searching ; Space-time tradeoff
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    Notes: Abstract This paper presents quasi-optimal upper bounds for simplex range searching. The problem is to preprocess a setP ofn points in ℜd so that, given any query simplexq, the points inP ∩q can be counted or reported efficiently. Ifm units of storage are available (n 〈m 〈n d ), then we show that it is possible to answer any query inO(n 1+ɛ/m 1/d ) query time afterO(m 1+ɛ) preprocessing. This bound, which holds on a RAM or a pointer machine, is almost tight. We also show how to achieveO(logn) query time at the expense ofO(n d+ɛ) storage for any fixed ɛ 〉 0. To fine-tune our results in the reporting case we also establish new zone theorems for arrangements and merged arrangements of planes in 3-space, which are of independent interest.
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    Algorithmica 8 (1992), S. 365-389 
    ISSN: 1432-0541
    Keywords: Polygonal approximation ; Algorithmic paradigms ; Shape approximation ; Computational geometry ; Implicit complexity parameters ; Banach-Mazur metric
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    Topics: Computer Science , Mathematics
    Notes: Abstract For compact Euclidean bodiesP, Q, we define λ(P, Q) to be the smallest ratior/s wherer 〉 0,s 〉 0 satisfy $$sQ' \subseteq P \subseteq rQ''$$ . HeresQ denotes a scaling ofQ by the factors, andQ′,Q″ are some translates ofQ. This function λ gives us a new distance function between bodies which, unlike previously studied measures, is invariant under affine transformations. If homothetic bodies are identified, the logarithm of this function is a metric. (Two bodies arehomothetic if one can be obtained from the other by scaling and translation.) For integerk ≥ 3, define λ(k) to be the minimum value such that for each convex polygonP there exists a convexk-gonQ with λ(P, Q) ≤ λ(k). Among other results, we prove that 2.118 ... 〈-λ(3) ≤ 2.25 and λ(k) = 1 + Θ(k −2). We give anO(n 2 log2 n)-time algorithm which, for any input convexn-gonP, finds a triangleT that minimizes λ(T, P) among triangles. However, in linear time we can find a trianglet with λ(t, P)〈-2.25. Our study is motivated by the attempt to reduce the complexity of the polygon containment problem, and also the motion-planning problem. In each case we describe algorithms which run faster when certain implicitslackness parameters of the input are bounded away from 1. These algorithms illustrate a new algorithmic paradigm in computational geometry for coping with complexity.
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    ISSN: 1432-0541
    Keywords: Computational geometry ; Motion planning ; Boundary complexity ; Combinatorial geometry ; Analysis of algorithms
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    Notes: Abstract We study rigid motions of a rectangle amidst polygonal obstacles. The best known algorithms for this problem have a running time of Ω(n 2), wheren is the number of obstacle corners. We introduce thetightness of a motion-planning problem as a measure of the difficulty of a planning problem in an intuitive sense and describe an algorithm with a running time ofO((a/b · 1/ɛcrit + 1)n(logn)2), wherea ≥b are the lengths of the sides of a rectangle and ɛcrit is the tightness of the problem. We show further that the complexity (= number of vertices) of the boundary ofn bow ties (see Figure 1) isO(n). Similar results for the union of other simple geometric figures such as triangles and wedges are also presented.
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    Algorithmica 8 (1992), S. 431-459 
    ISSN: 1432-0541
    Keywords: Link distance ; Shortest paths ; Motion planning ; Computational geometry
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    Notes: Abstract Given a set of nonintersecting polygonal obstacles in the plane, thelink distance between two pointss andt is the minimum number of edges required to form a polygonal path connectings tot that avoids all obstacles. We present an algorithm that computes the link distance (and a corresponding minimum-link path) between two points in timeO(Eα(n) log2 n) (and spaceO(E)), wheren is the total number of edges of the obstacles,E is the size of the visibility graph, and α(n) denotes the extremely slowly growing inverse of Ackermann's function. We show how to extend our method to allow computation of a tree (rooted ats) of minimum-link paths froms to all obstacle vertices. This leads to a method of solving the query version of our problem (for query pointst).
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    Algorithmica 8 (1992), S. 461-486 
    ISSN: 1432-0541
    Keywords: Parallel algorithms ; Computational geometry ; Data structures ; Visibility ; Polygons ; CREW PRAM
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    Notes: Abstract In this paper we give efficient parallel algorithms for solving a number of visibility and shortest-path problems for simple polygons. Our algorithms all run inO(logn) time and are based on the use of a new data structure for implicitly representing all shortest paths in a simple polygonP, which we call thestratified decomposition tree. We use this approach to derive efficient parallel methods for computing the visibility ofP from an edge, constructing the visibility graph of the vertices ofP (using an output-sensitive number of processors), constructing the shortest-path tree from a vertex ofP, and determining all-farthest neighbors for the vertices inP. The computational model we use is the CREW PRAM.
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    BIT 31 (1991), S. 598-606 
    ISSN: 1572-9125
    Keywords: B.7.1 ; B.7.2 ; F.2.2 ; G.2.2 ; Computational geometry ; interference ; intersection ; rectangular path ; upper bound ; VLSI layout
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    Topics: Mathematics
    Notes: Abstract The problem of finding the number of intersections between two geometric figures in the plane has been studied extensively in literature. In this paper, the geometric figure comprising a continuous rectilinear path (called rectangular path) is considered, and a tight (least) upper bound onI(P, Q), the number of intersections between two rectangular pathsP andQ, is given.
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    ISSN: 1572-9125
    Keywords: F.2.2 ; Computational geometry ; plane-sweep algorithm ; proximity problems ; all-nearest-neighbor problem ; probabilistic analysis of algorithms
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    Notes: Abstract A well-known simple heuristic algorithm for solving the all-nearest-neighbors problem in thek-dimensional Euclidean spaceE k ,k〉1, projects the given point setS onto thex-axis. For each pointq εS a nearest neighbor inS under anyL p -metric (1 ≤p ≤ ∞) is found by sweeping fromq into two opposite directions along thex-axis. If δ q denotes the distance betweenq and its nearest neighbor inS the sweep process stops after all points in a vertical 2δ q -slice centered aroundq have been examined. We show that this algorithm solves the all-nearest-neighbors problem forn independent and uniformly distributed points in the unit cube [0,1] k in Θ(n 2−1/k ) expected time, while its worst-case performance is Θ(n 2).
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    BIT 31 (1991), S. 230-236 
    ISSN: 1572-9125
    Keywords: F.1.2 ; Algorithm ; Complexity ; Computational geometry ; Minimal nested polygon
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    Notes: Abstract An algorithm for finding a polygon with minimum number of edges nested in two simplen-sided polygons is presented. The algorithm solves the problem in at mostO(n logn) time, and improves the time complexity of two previousO(n 2) algorithms.
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    Algorithmica 6 (1991), S. 182-191 
    ISSN: 1432-0541
    Keywords: Motion planning ; Polygonal obstacles ; Computational geometry
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    Topics: Computer Science , Mathematics
    Notes: Abstract An algorithm is given for finding a collision-free path for a disc between a collection of polygons havingn corners in total. The polygons are fixed and can be preprocessed. A query specifies the radiusr of the disc to be moved and the start and destination points of the center of the disc. The answer whether a feasible path exists is given in timeO(logn). Returning a feasible path is done in additional time proportional to the length of the description of the path. Preprocessing time isO(n logn) and space complexity isO(n).
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    Algorithmica 6 (1991), S. 207-221 
    ISSN: 1432-0541
    Keywords: Delaunay triangulation ; Plane-sweep algorithm ; Voronoi diagram ; L 1 metric ; L ∞ metric ; Computational geometry ; Minimal spanning tree
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    Notes: Abstract TheDelaunay diagram on a set of points in the plane, calledsites, is the straight-line dual graph of the Voronoi diagram. When no degeneracies are present, the Delaunay diagram is a triangulation of the sites, called theDelaunay triangulation. When degeneracies are present, edges must be added to the Delaunay diagram to obtain a Delaunay triangulation. In this paper we describe an optimalO(n logn) plane-sweep algorithm for computing a Delaunay triangulation on a possibly degenerate set of sites in the plane under theL 1 metric or theL ∞ metric.
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    Algorithmica 6 (1991), S. 490-521 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Voronoi diagrams ; Geömetric transformation
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    Notes: Abstract It is shown that the order-k Voronoi diagram of n sites with additive weights in the plane has at most (4k−2)(n−k) vertices, (6k−3)(n−k) edges, and (2k−1)(n−itk) + 1 regions. These bounds are approximately the same as the ones known for unweighted order-k Voronoi diagrams. Furthermore, tight upper bounds on the number of edges and vertices are given for the case that every weighted site has a nonempty region in the order-1 diagram. The proof is based on a new algorithm for the construction of these diagrams which generalizes a plane-sweep algorithm for order-1 diagrams developed by Steven Fortune. The new algorithm has time-complexityO(k 2 n logn) and space-complexityO(kn). It is the only nontrivial algorithm known for constructing order-kc Voronoi diagrams of sites withadditive weights. It is fairly simple and of practical interest also in the special case of unweighted sites.
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    Algorithmica 6 (1991), S. 533-553 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Algorithms and data structures ; Algebraic geometry
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    Topics: Computer Science , Mathematics
    Notes: Abstract We present an0(n ·d o(1)) algorithm to compute the convex hull of a curved object bounded by0(n) algebraic curve segments of maximum degreed.
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    Algorithmica 6 (1991), S. 624-657 
    ISSN: 1432-0541
    Keywords: Parallel algorithms ; Computational geometry ; Image compression ; Minimal square covers ; Orthogonal polygons ; Parallel prefix computations ; Minimal vertex covers ; Bipartite graphs
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    Topics: Computer Science , Mathematics
    Notes: Abstract Given a black-and-white image, represented by an array of √n × √n binary-valued pixels, we wish to cover the black pixels with aminimal set of (possibly overlapping) maximal squares. It was recently shown that obtaining aminimum square cover for a polygonal binary image with holes is NP-hard. We derive an optimal parallel algorithm for theminimal square cover problem, which for any desired computation timeT in [logn,n] runs on an EREW-PRAM with (n/T) processors. The cornerstone of our algorithm is a novel data structure, the cover graph, which compactly represents the covering relationships between the maximal squares of the image. The size of the cover graph is linear in the number of pixels. This algorithm has applications to problems in VLSI mask generation, incremental update of raster displays, and image compression.
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    Algorithmica 6 (1991), S. 771-800 
    ISSN: 1432-0541
    Keywords: Polygon decomposition ; Star-shaped polygons ; Computational geometry
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    Notes: Abstract We present an algorithm for finding optimum partitions of simple monotone rectilinear polygons into star-shaped polygons. The algorithm may introduce Steiner points and its time complexity isO(n), wheren is the number of vertices in the polygon. We then use this algorithm to obtain anO(n logn) approximation algorithm for partitioning simple rectilinear polygons into star-shaped polygons with the size of the partition being at most six times the optimum.
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    Algorithmica 6 (1991), S. 734-761 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Clustering ; Convex hull ; Digitized pictures ; Hulls ; Maxima ; Mesh-of-processors ; Parallel computing ; Separability ; Systolic array ; Visibility ; Voronoi diagram
    Source: Springer Online Journal Archives 1860-2000
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    Notes: Abstract Adigitized plane Π of sizeM is a rectangular √M × √M array of integer lattice points called pixels. A √M × √M mesh-of-processors in which each processorP ij represents pixel (i,j) is a natural architecture to store and manipulate images in Π; such a parallel architecture is called asystolic screen. In this paper we consider a variety of computational-geometry problems on images in a digitized plane, and present optimal algorithms for solving these problems on a systolic screen. In particular, we presentO(√M)-time algorithms for determining all contours of an image; constructing all rectilinear convex hulls of an image (peeling); solving the parallel and perspective visibility problem forn disjoint digitized images; and constructing the Voronoi diagram ofn planar objects represented by disjoint images, for a large class of object types (e.g., points, line segments, circles, ellipses, and polygons of constant size) and distance functions (e.g., allL p metrics). These algorithms implyO(√M)-time solutions to a number of other geometric problems: e.g., rectangular visibility, separability, detection of pseudo-star-shapedness, and optical clustering. One of the proposed techniques also leads to a new parallel algorithm for determining all longest common subsequences of two words.
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    BIT 30 (1990), S. 196-206 
    ISSN: 1572-9125
    Keywords: F.2.2 ; Computational geometry ; Divide-and-Conquer algorithm ; Relative Neighborhood Graph
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    Topics: Mathematics
    Notes: Abstract AnO(n logn) divide-and-conquer algorithm for finding the relative neighborhood graph RNG(V) of a set V ofn points in Euclidean space is presented. If implemented in parallel, its time complexity isO(n) and it requiresO(logn) processors.
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    Algorithmica 5 (1990), S. 65-73 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Algorithms ; Computational complexity ; Largest empty rectangle problem
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    Notes: Abstract A rectangleA and a setS ofn points inA are given. We present a new simple algorithm for the so-called largest empty rectangle problem, i.e., the problem of finding a maximum area rectangle contained inA and not containing any point ofS in its interior. The computational complexity of the presented algorithm isO(n logn + s), where s is the number of possible restricted rectangles considered. Moreover, the expected performance isO(n · logn).
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    Algorithmica 5 (1990), S. 155-177 
    ISSN: 1432-0541
    Keywords: Parallel algorithms ; Computational geometry ; Mesh-connected computer ; Multipoint location ; Voronoi diagrams
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    Topics: Computer Science , Mathematics
    Notes: Abstract We show that a number of geometric problems can be solved on a √n × √n mesh-connected computer (MCC) inO(√n) time, which is optimal to within a constant factor, since a nontrivial data movement on an MCC requires Ω(√n) time. The problems studied here include multipoint location, planar point location, trapezoidal decomposition, intersection detection, intersection of two convex polygons, Voronoi diagram, the largest empty circle, the smallest enclosing circle, etc. TheO(√n) algorithms for all of the above problems are based on the classical divide-and-conquer problem-solving strategy.
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    Algorithmica 5 (1990), S. 201-214 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Visibility graph ; Shortest path
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    Topics: Computer Science , Mathematics
    Notes: Abstract AnO(¦E¦log2 n) algorithm is presented to construct the visibility graph for a collection ofn nonintersecting line segments, where ¦E¦ is the number of edges in the visibility graph. This algorithm is much faster than theO(n 2)-time andO(n 2)-space algorithms by Asanoet al., and by Welzl, on sparse visibility graphs. Thus we partially resolve an open problem raised by Welzl. Further, our algorithm uses onlyO(n) working storage.
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    Algorithmica 5 (1990), S. 215-241 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Linear lists ; Dynamic data structures ; Amortized complexity
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    Topics: Computer Science , Mathematics
    Notes: Abstract The problem of searching for a key in many ordered lists arises frequently in computational geometry. Chazelle and Guibas recently introduced fractional cascading as a general technique for solving this type of problem. In this paper we show that fractional cascading also supports insertions into and deletions from the lists efficiently. More specifically, we show that a search for a key inn lists takes timeO(logN +n log logN) and an insertion or deletion takes timeO(log logN). HereN is the total size of all lists. If only insertions or deletions have to be supported theO(log logN) factor reduces toO(1). As an application we show that queries, insertions, and deletions into segment trees or range trees can be supported in timeO(logn log logn), whenn is the number of segments (points).
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  • 53
    ISSN: 1432-0541
    Keywords: Computational geometry ; Point location ; Planar subdivisions ; Plane-sweep ; Divide-and-conquer ; External algorithms ; Join ; Geo-databases ; Geo-relational algebra
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We consider the problem of collectively locating a set of points within a set of disjoint polygonal regions when neither for points nor for regions preprocessing is allowed. This problem arises in geometric database systems. More specifically it is equivalent to computing theinside join of geo-relational algebra, a conceptual model for geo-data management. We describe efficient algorithms for solving this problem based on plane-sweep and divide-and-conquer, requiringO(n(logn) +t) andO(n(log2 n) +t) time, respectively, andO(n) space, wheren is the total number of points and edges, and (is the number of reported (point, region) pairs. Since the algorithms are meant to be practically useful we consider as well as the internal versions-running completely in main memory-versions that run internally but use much less than linear space and versions that run externally, that is, require only a constant amount of internal memory regardless of the amount of data to be processed. Comparing plane-sweep and divide-and-conquer, it turns out that divide-and-conquer can be expected to perform much better in the external case even though it has a higher internal asymptotic worst-case complexity. An interesting theoretical by-product is a new general technique for handling arbitrarily large sets of objects clustered on a singlex-coordinate within a planar divide-and-conquer algorithm and a proof that the resulting “unbalanced” dividing does not lead to a more than logarithmic height of the tree of recursive calls.
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    Algorithmica 5 (1990), S. 421-457 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Splinegon ; Curve algorithm ; Convexity ; Monotonicity ; Intersection ; Kernel ; diameter decomposition
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract We extend the results of straight-edged computational geometry into the curved world by defining a pair of new geometric objects, thesplinegon and thesplinehedron, as curved generalizations of the polygon and polyhedron. We identify three distinct techniques for extending polygon algorithms to splinegons: the carrier polygon approach, the bounding polygon approach, and the direct approach. By these methods, large groups of algorithms for polygons can be extended as a class to encompass these new objects. In general, if the original polygon algorithm has time complexityO(f(n)), the comparable splinegon algorithm has time complexity at worstO(Kf(n)) whereK represents a constant number of calls to members of a set of primitive procedures on individual curved edges. These techniques also apply to splinehedra. In addition to presenting the general methods, we state and prove a series of specific theorems. Problem areas include convex hull computation, diameter computation, intersection detection and computation, kernel computation, monotonicity testing, and monotone decomposition, among others.
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  • 55
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    Algorithmica 5 (1990), S. 485-507 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Simple polygon ; Visibility ; Linear-time algorithm
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper, the notions of convex chain visibility and reflex chain visibility of a simple polygonP are introduced, and some optimal algorithms concerned with convex- and reflex-chain visibility problems are described. For a convex-chain visibility problem, two linear-time algorithms are exhibited for determining whether or notP is visible from a given convex chain; one is the turn-checking approach and the other is the decomposition approach based on checking edge visibilities. We also present a linear-time algorithm for finding, if any, all maximal convex chains of a given polygonP from whichP is visible, where a maximal convex chain is a convex chain which does not properly include any other convex chains. It can be made by showing that there can be at most four visible maximal convex chains inP with an empty kernel. By similar arguments, we show that the same problems for reflex chain visibility can be easily solved in linear time.
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  • 56
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    Algorithmica 5 (1990), S. 561-571 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Empty convex subsets ; Analysis of algorithms ; Combinatorial geometry
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract A key problem in computational geometry is the identification of subsets of a point set having particular properties. We study this problem for the properties of convexity and emptiness. We show that finding empty triangles is related to the problem of determining pairs of vertices that see each other in a star-shaped polygon. A linear-time algorithm for this problem which is of independent interest yields an optimal algorithm for finding all empty triangles. This result is then extended to an algorithm for finding empty convex r-gons (r〉 3) and for determining a largest empty convex subset. Finally, extensions to higher dimensions are mentioned.
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  • 57
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    Algorithmica 5 (1990), S. 573-590 
    ISSN: 1432-0541
    Keywords: Computational geometry ; Combinatorial geometry ; Union of half-lines
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Mathematics
    Notes: Abstract In this paper we study a cell of the subdivision induced by a union ofn half-lines (or rays) in the plane. We present two results. The first one is a novel proof of theO(n) bound on the number of edges of the boundary of such a cell, which is essentially of methodological interest. The second is an algorithm for constructing the boundary of any cell, which runs in optimal Θ(n logn) time. A by-product of our results are the notions of skeleton and of skeletal order, which may be of interest in their own right.
    Type of Medium: Electronic Resource
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