16 research outputs found

    Enumeration of non-orientable 3-manifolds using face pairing graphs and union-find

    Full text link
    Drawing together techniques from combinatorics and computer science, we improve the census algorithm for enumerating closed minimal P^2-irreducible 3-manifold triangulations. In particular, new constraints are proven for face pairing graphs, and pruning techniques are improved using a modification of the union-find algorithm. Using these results we catalogue all 136 closed non-orientable P^2-irreducible 3-manifolds that can be formed from at most ten tetrahedra.Comment: 37 pages, 34 figure

    Nonorientable 3-manifolds admitting coloured triangulations with at most 30 tetrahedra

    Full text link
    We present the census of all non-orientable, closed, connected 3-manifolds admitting a rigid crystallization with at most 30 vertices. In order to obtain the above result, we generate, manipulate and compare, by suitable computer procedures, all rigid non-bipartite crystallizations up to 30 vertices.Comment: 18 pages, 3 figure

    The complexity of the normal surface solution space

    Full text link
    Normal surface theory is a central tool in algorithmic three-dimensional topology, and the enumeration of vertex normal surfaces is the computational bottleneck in many important algorithms. However, it is not well understood how the number of such surfaces grows in relation to the size of the underlying triangulation. Here we address this problem in both theory and practice. In theory, we tighten the exponential upper bound substantially; furthermore, we construct pathological triangulations that prove an exponential bound to be unavoidable. In practice, we undertake a comprehensive analysis of millions of triangulations and find that in general the number of vertex normal surfaces is remarkably small, with strong evidence that our pathological triangulations may in fact be the worst case scenarios. This analysis is the first of its kind, and the striking behaviour that we observe has important implications for the feasibility of topological algorithms in three dimensions.Comment: Extended abstract (i.e., conference-style), 14 pages, 8 figures, 2 tables; v2: added minor clarification

    Fixed parameter tractable algorithms in combinatorial topology

    Full text link
    To enumerate 3-manifold triangulations with a given property, one typically begins with a set of potential face pairing graphs (also known as dual 1-skeletons), and then attempts to flesh each graph out into full triangulations using an exponential-time enumeration. However, asymptotically most graphs do not result in any 3-manifold triangulation, which leads to significant "wasted time" in topological enumeration algorithms. Here we give a new algorithm to determine whether a given face pairing graph supports any 3-manifold triangulation, and show this to be fixed parameter tractable in the treewidth of the graph. We extend this result to a "meta-theorem" by defining a broad class of properties of triangulations, each with a corresponding fixed parameter tractable existence algorithm. We explicitly implement this algorithm in the most generic setting, and we identify heuristics that in practice are seen to mitigate the large constants that so often occur in parameterised complexity, highlighting the practicality of our techniques.Comment: 16 pages, 9 figure

    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

    Optimizing the double description method for normal surface enumeration

    Full text link
    Many key algorithms in 3-manifold topology involve the enumeration of normal surfaces, which is based upon the double description method for finding the vertices of a convex polytope. Typically we are only interested in a small subset of these vertices, thus opening the way for substantial optimization. Here we give an account of the vertex enumeration problem as it applies to normal surfaces, and present new optimizations that yield strong improvements in both running time and memory consumption. The resulting algorithms are tested using the freely available software package Regina.Comment: 27 pages, 12 figures; v2: Removed the 3^n bound from Section 3.3, fixed the projective equation in Lemma 4.4, clarified "most triangulations" in the introduction to section 5; v3: replace -ise with -ize for Mathematics of Computation (note that this changes the title of the paper

    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
    corecore