11 research outputs found
Constructing Delaunay triangulations along space-filling curves
Incremental construction con BRIO using a space-filling curve order for insertion is a popular algorithm for constructing Delaunay triangulations. So far, it has only been analyzed for the case that a worst-case optimal point location data structure is used which is often avoided in implementations. In this paper, we analyze its running time for the more typical case that points are located by walking. We show that in the worst-case the algorithm needs quadratic time, but that this can only happen in degenerate cases. We show that the algorithm runs in O(n logn) time under realistic assumptions. Furthermore, we show that it runs in expected linear time for many random point distributions. This research was supported by the Deutsche Forschungsgemeinschaft within the European graduate program ’Combinatorics, Geometry, and Computation’ (No. GRK 588/2) and by the Netherlands’ Organisation for Scientific Research (NWO) under BRICKS/FOCUS grant number 642.065.503 and project no. 639.022.707
Almost optimal asynchronous rendezvous in infinite multidimensional grids
Two anonymous mobile agents (robots) moving in an asynchronous manner have to meet in an infinite grid of dimension δ> 0, starting from two arbitrary positions at distance at most d. Since the problem is clearly infeasible in such general setting, we assume that the grid is embedded in a δ-dimensional Euclidean space and that each agent knows the Cartesian coordinates of its own initial position (but not the one of the other agent). We design an algorithm permitting the agents to meet after traversing a trajectory of length O(d δ polylog d). This bound for the case of 2d-grids subsumes the main result of [12]. The algorithm is almost optimal, since the Ω(d δ) lower bound is straightforward. Further, we apply our rendezvous method to the following network design problem. The ports of the δ-dimensional grid have to be set such that two anonymous agents starting at distance at most d from each other will always meet, moving in an asynchronous manner, after traversing a O(d δ polylog d) length trajectory. We can also apply our method to a version of the geometric rendezvous problem. Two anonymous agents move asynchronously in the δ-dimensional Euclidean space. The agents have the radii of visibility of r1 and r2, respectively. Each agent knows only its own initial position and its own radius of visibility. The agents meet when one agent is visible to the other one. We propose an algorithm designing the trajectory of each agent, so that they always meet after traveling a total distance of O( ( d)), where r = min(r1, r2) and for r ≥ 1. r)δpolylog ( d r
Robust and Efficient Delaunay Triangulations of Points on Or Close to a Sphere
International audienceWe propose two ways to compute the Delaunay triangulation of points on a sphere, or of rounded points close to a sphere, both based on the classic incremental algorithm initially designed for the plane. We use the so-called space of circles as mathematical background for this work. We present a fully robust implementation built upon existing generic algorithms provided by the Cgal library. The efficiency of the implementation is established by benchmarks
Sixteen space-filling curves and traversals for d-dimensional cubes and simplices
This article describes sixteen different ways to traverse d-dimensional space
recursively in a way that is well-defined for any number of dimensions. Each of
these traversals has distinct properties that may be beneficial for certain
applications. Some of the traversals are novel, some have been known in
principle but had not been described adequately for any number of dimensions,
some of the traversals have been known. This article is the first to present
them all in a consistent notation system. Furthermore, with this article, tools
are provided to enumerate points in a regular grid in the order in which they
are visited by each traversal. In particular, we cover: five discontinuous
traversals based on subdividing cubes into 2^d subcubes: Z-traversal (Morton
indexing), U-traversal, Gray-code traversal, Double-Gray-code traversal, and
Inside-out traversal; two discontinuous traversals based on subdividing
simplices into 2^d subsimplices: the Hill-Z traversal and the Maehara-reflected
traversal; five continuous traversals based on subdividing cubes into 2^d
subcubes: the Base-camp Hilbert curve, the Harmonious Hilbert curve, the Alfa
Hilbert curve, the Beta Hilbert curve, and the Butz-Hilbert curve; four
continuous traversals based on subdividing cubes into 3^d subcubes: the Peano
curve, the Coil curve, the Half-coil curve, and the Meurthe curve. All of these
traversals are self-similar in the sense that the traversal in each of the
subcubes or subsimplices of a cube or simplex, on any level of recursive
subdivision, can be obtained by scaling, translating, rotating, reflecting
and/or reversing the traversal of the complete unit cube or simplex.Comment: 28 pages, 12 figures. v2: fixed a confusing typo on page 12, line
3D Delaunay triangulation of non-uniform point distributions
In view of the simplicity and the linearity of regular grid insertion, a multi-grid insertion scheme is proposed for the three-dimensional Delaunay triangulation of non-uniform point distributions by recursive application of the regular grid insertion to an arbitrary subset of the original point set. The fundamentals and difficulties of three-dimensional Delaunay triangulation of highly non-uniformly distributed points by the insertion method are reviewed. Current strategies and methods of point insertions for non-uniformly distributed spatial points are discussed. An enhanced kd-tree insertion algorithm with a specified number of points in a cell and its natural sequence derived from a sandwich insertion scheme is also presented.
The regular grid insertion, the enhanced kd-tree insertion and the multi-grid insertion have been rigorously studied with benchmark non-uniform distributions of 0.4–20 million points. It is found that the kd-tree insertion is more efficient in locating the base tetrahedron, but it is also more sensitive to the triangulation of non-uniform point distributions with a large amount of conflicting elongated tetrahedra. Including the grid construction time, multi-grid insertion is the most stable and efficient for all the uniform and non-uniform point distributions tested.postprin
Constructing Delaunay triangulations along space-filling curves
Incremental construction con BRIO using a space-filling curve order for insertion is a popular algorithm for constructing Delaunay triangulations. So far, it has only been analyzed for the case that a worst-case optimal point location data structure is used which is often avoided in implementations. In this paper, we analyze its running time for the more typical case that points are located by walking. We show that in the worst-case the algorithm needs quadratic time, but that this can only happen in degenerate cases. We show that the algorithm runs in O(n logn) time under realistic assumptions. Furthermore, we show that it runs in expected linear time for many random point distributions. This research was supported by the Deutsche Forschungsgemeinschaft within the European graduate program ’Combinatorics, Geometry, and Computation’ (No. GRK 588/2) and by the Netherlands’ Organisation for Scientific Research (NWO) under BRICKS/FOCUS grant number 642.065.503 and project no. 639.022.707