224 research outputs found

    Computational Geometry Column 42

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    A compendium of thirty previously published open problems in computational geometry is presented.Comment: 7 pages; 72 reference

    Quasiconvex Programming

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    We define quasiconvex programming, a form of generalized linear programming in which one seeks the point minimizing the pointwise maximum of a collection of quasiconvex functions. We survey algorithms for solving quasiconvex programs either numerically or via generalizations of the dual simplex method from linear programming, and describe varied applications of this geometric optimization technique in meshing, scientific computation, information visualization, automated algorithm analysis, and robust statistics.Comment: 33 pages, 14 figure

    Happy endings for flip graphs

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    We show that the triangulations of a finite point set form a flip graph that can be embedded isometrically into a hypercube, if and only if the point set has no empty convex pentagon. Point sets of this type include convex subsets of lattices, points on two lines, and several other infinite families. As a consequence, flip distance in such point sets can be computed efficiently.Comment: 26 pages, 15 figures. Revised and expanded for journal publicatio

    Model-based probing strategies for convex polygons

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    AbstractWe prove that n+4 finger probes are sufficient to determine the shape of a convex n-gon from a finite collection of models, improving the previous result of 2n+1. Further, we show that n−1 are necessary, proving this is optimal to within an additive constant. For line probes, we show that 2n+4 probes are sufficient and 2n−3 necessary. The difference between these results is particularly interesting in light of the duality relationship between finger and line probes

    Studies of several tetrahedralization problems

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    The main purpose of decomposing an object into simpler components is to simplify a problem involving the complex object into a number of subproblems having simpler components. In particular, a tetrahedralization is a partition of the input domain in R3 into a number of tetrahedra that meet only at shared faces. Tetrahedralizations have applications in the finite element method, mesh generation, computer graphics, and robotics. This thesis investigates four problems in tetrahedralizations and triangulations. The first problem is on the computational complexity of tetrahedralization detections. We present an O(nm log n) algorithm to determine whether a set of line segments .C is the edge set of a tetrahedralization, where m is the number of segments and n is the number of endpoints in .C. We show that it is NP-complete to decide whether .C contains the edge set of a tetrahedralization. We also show that it is NP-complete to decide whether .C is tetrahedralizable. The second problem is on minimal tetrahedralizations. After deriving some properties of the graph of polyhedra, we identify a class of polyhedra and show that this class of polyhedra can be minimally tetrahedralized in O(n²) time. The third problem is on the tetrahedralization of two nested convex polyhedra. We give a method to tetrahedralize the region between two nested convex polyhedra into a linear number of tetrahedra without introducing Steiner points. This result answers an open problem raised by Bern [16]. The fourth problem is on the lower bound for β-skeletons belonging to minimum weight triangulations. We prove a lower bound on β (β = [one sixth times the square root of two times the square root of 3] + 45 such that if β is less than this value, the β-skeleton of a point set may not always be a subgraph of the minimum weight triangulation of this point set. This result settles Keil's conjecture [62]

    Computing Instance-Optimal Kernels in Two Dimensions

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