205 research outputs found

    An edge-based framework for enumerating 3-manifold triangulations

    Get PDF
    A typical census of 3-manifolds contains all manifolds (under various constraints) that can be triangulated with at most n tetrahedra. Al- though censuses are useful resources for mathematicians, constructing them is difficult: the best algorithms to date have not gone beyond n = 12. The underlying algorithms essentially (i) enumerate all relevant 4-regular multigraphs on n nodes, and then (ii) for each multigraph G they enumerate possible 3-manifold triangulations with G as their dual 1-skeleton, of which there could be exponentially many. In practice, a small number of multigraphs often dominate the running times of census algorithms: for example, in a typical census on 10 tetrahedra, almost half of the running time is spent on just 0.3% of the graphs. Here we present a new algorithm for stage (ii), which is the computational bottleneck in this process. The key idea is to build triangulations by recursively constructing neighbourhoods of edges, in contrast to traditional algorithms which recursively glue together pairs of tetrahedron faces. We implement this algorithm, and find experimentally that whilst the overall performance is mixed, the new algorithm runs significantly faster on those "pathological" multigraphs for which existing methods are extremely slow. In this way the old and new algorithms complement one another, and together can yield significant performance improvements over either method alone.Comment: 29 pages, 19 figure

    Quadrilateral-octagon coordinates for almost normal surfaces

    Full text link
    Normal and almost normal surfaces are essential tools for algorithmic 3-manifold topology, but to use them requires exponentially slow enumeration algorithms in a high-dimensional vector space. The quadrilateral coordinates of Tollefson alleviate this problem considerably for normal surfaces, by reducing the dimension of this vector space from 7n to 3n (where n is the complexity of the underlying triangulation). Here we develop an analogous theory for octagonal almost normal surfaces, using quadrilateral and octagon coordinates to reduce this dimension from 10n to 6n. As an application, we show that quadrilateral-octagon coordinates can be used exclusively in the streamlined 3-sphere recognition algorithm of Jaco, Rubinstein and Thompson, reducing experimental running times by factors of thousands. We also introduce joint coordinates, a system with only 3n dimensions for octagonal almost normal surfaces that has appealing geometric properties.Comment: 34 pages, 20 figures; v2: Simplified the proof of Theorem 4.5 using cohomology, plus other minor changes; v3: Minor housekeepin

    Computational topology with Regina: Algorithms, heuristics and implementations

    Full text link
    Regina is a software package for studying 3-manifold triangulations and normal surfaces. It includes a graphical user interface and Python bindings, and also supports angle structures, census enumeration, combinatorial recognition of triangulations, and high-level functions such as 3-sphere recognition, unknot recognition and connected sum decomposition. This paper brings 3-manifold topologists up-to-date with Regina as it appears today, and documents for the first time in the literature some of the key algorithms, heuristics and implementations that are central to Regina's performance. These include the all-important simplification heuristics, key choices of data structures and algorithms to alleviate bottlenecks in normal surface enumeration, modern implementations of 3-sphere recognition and connected sum decomposition, and more. We also give some historical background for the project, including the key role played by Rubinstein in its genesis 15 years ago, and discuss current directions for future development.Comment: 29 pages, 10 figures; v2: minor revisions. To appear in "Geometry & Topology Down Under", Contemporary Mathematics, AM

    Detecting genus in vertex links for the fast enumeration of 3-manifold triangulations

    Full text link
    Enumerating all 3-manifold triangulations of a given size is a difficult but increasingly important problem in computational topology. A key difficulty for enumeration algorithms is that most combinatorial triangulations must be discarded because they do not represent topological 3-manifolds. In this paper we show how to preempt bad triangulations by detecting genus in partially-constructed vertex links, allowing us to prune the enumeration tree substantially. The key idea is to manipulate the boundary edges surrounding partial vertex links using expected logarithmic time operations. Practical testing shows the resulting enumeration algorithm to be significantly faster, with up to 249x speed-ups even for small problems where comparisons are feasible. We also discuss parallelisation, and describe new data sets that have been obtained using high-performance computing facilities.Comment: 16 pages, 7 figures, 3 tables; v2: minor revisions; to appear in ISSAC 201

    The geometry of dynamical triangulations

    Full text link
    We discuss the geometry of dynamical triangulations associated with 3-dimensional and 4-dimensional simplicial quantum gravity. We provide analytical expressions for the canonical partition function in both cases, and study its large volume behavior. In the space of the coupling constants of the theory, we characterize the infinite volume line and the associated critical points. The results of this analysis are found to be in excellent agreement with the MonteCarlo simulations of simplicial quantum gravity. In particular, we provide an analytical proof that simply-connected dynamically triangulated 4-manifolds undergo a higher order phase transition at a value of the inverse gravitational coupling given by 1.387, and that the nature of this transition can be concealed by a bystable behavior. A similar analysis in the 3-dimensional case characterizes a value of the critical coupling (3.845) at which hysteresis effects are present.Comment: 166 pages, Revtex (latex) fil
    corecore