2,922 research outputs found

    Maximal Area Triangles in a Convex Polygon

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    The widely known linear time algorithm for computing the maximum area triangle in a convex polygon was found incorrect recently by Keikha et. al.(arXiv:1705.11035). We present an alternative algorithm in this paper. Comparing to the only previously known correct solution, ours is much simpler and more efficient. More importantly, our new approach is powerful in solving related problems

    Implementation of linear minimum area enclosing traingle algorithm

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    This article has been made available through the Brunel Open Access Publishing Fund.An algorithm which computes the minimum area triangle enclosing a convex polygon in linear time already exists in the literature. The paper describing the algorithm also proves that the provided solution is optimal and a lower complexity sequential algorithm cannot exist. However, only a high-level description of the algorithm was provided, making the implementation difficult to reproduce. The present note aims to contribute to the field by providing a detailed description of the algorithm which is easy to implement and reproduce, and a benchmark comprising 10,000 variable sized, randomly generated convex polygons for illustrating the linearity of the algorithm

    Sweeping an oval to a vanishing point

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    Given a convex region in the plane, and a sweep-line as a tool, what is best way to reduce the region to a single point by a sequence of sweeps? The problem of sweeping points by orthogonal sweeps was first studied in [2]. Here we consider the following \emph{slanted} variant of sweeping recently introduced in [1]: In a single sweep, the sweep-line is placed at a start position somewhere in the plane, then moved continuously according to a sweep vector v⃗\vec v (not necessarily orthogonal to the sweep-line) to another parallel end position, and then lifted from the plane. The cost of a sequence of sweeps is the sum of the lengths of the sweep vectors. The (optimal) sweeping cost of a region is the infimum of the costs over all finite sweeping sequences for that region. An optimal sweeping sequence for a region is one with a minimum total cost, if it exists. Another parameter of interest is the number of sweeps. We show that there exist convex regions for which the optimal sweeping cost cannot be attained by two sweeps. This disproves a conjecture of Bousany, Karker, O'Rourke, and Sparaco stating that two sweeps (with vectors along the two adjacent sides of a minimum-perimeter enclosing parallelogram) always suffice [1]. Moreover, we conjecture that for some convex regions, no finite sweeping sequence is optimal. On the other hand, we show that both the 2-sweep algorithm based on minimum-perimeter enclosing rectangle and the 2-sweep algorithm based on minimum-perimeter enclosing parallelogram achieve a 4/π≈1.274/\pi \approx 1.27 approximation in this sweeping model.Comment: 9 pages, 4 figure

    Volume-Enclosing Surface Extraction

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    In this paper we present a new method, which allows for the construction of triangular isosurfaces from three-dimensional data sets, such as 3D image data and/or numerical simulation data that are based on regularly shaped, cubic lattices. This novel volume-enclosing surface extraction technique, which has been named VESTA, can produce up to six different results due to the nature of the discretized 3D space under consideration. VESTA is neither template-based nor it is necessarily required to operate on 2x2x2 voxel cell neighborhoods only. The surface tiles are determined with a very fast and robust construction technique while potential ambiguities are detected and resolved. Here, we provide an in-depth comparison between VESTA and various versions of the well-known and very popular Marching Cubes algorithm for the very first time. In an application section, we demonstrate the extraction of VESTA isosurfaces for various data sets ranging from computer tomographic scan data to simulation data of relativistic hydrodynamic fireball expansions.Comment: 24 pages, 33 figures, 4 tables, final versio

    Approximating Smallest Containers for Packing Three-dimensional Convex Objects

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    We investigate the problem of computing a minimal-volume container for the non-overlapping packing of a given set of three-dimensional convex objects. Already the simplest versions of the problem are NP-hard so that we cannot expect to find exact polynomial time algorithms. We give constant ratio approximation algorithms for packing axis-parallel (rectangular) cuboids under translation into an axis-parallel (rectangular) cuboid as container, for cuboids under rigid motions into an axis-parallel cuboid or into an arbitrary convex container, and for packing convex polyhedra under rigid motions into an axis-parallel cuboid or arbitrary convex container. This work gives the first approximability results for the computation of minimal volume containers for the objects described
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