30 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 âCombinatorics, Geometry, and Computationâ (No. GRK 588/2) and by the Netherlandsâ Organisation for Scientific Research (NWO) under BRICKS/FOCUS grant number 642.065.503 and project no. 639.022.707
Delaunay triangulations on the word RAM: towards a practical worst-case optimal algorithm
The Delaunay triangulation of n points in the plane can be constructed in o(n log n) time when the coordinates of the points are integers from a restricted range. However, algorithms that are known to achieve such running times had not been implemented so far. We explore ways to obtain a practical algorithm for Delaunay triangulations in the plane that runs in linear time for small integers. For this, we first implement and evaluate variants of an algorithm, BrioDC, that is known to achieve this bound. We find that our implementations of these algorithms are competitive with fast existing algorithms. Secondly, we implement and evaluate variants of an algorithm, BRIO, that runs fast in experiments. Our variants aim to avoid bad worst-case behavior and our squarified orders indeed provide faster point location
Optimal randomized incremental construction for guaranteed logarithmic planar point location
Given a planar map of segments in which we wish to efficiently locate
points, we present the first randomized incremental construction of the
well-known trapezoidal-map search-structure that only requires expected preprocessing time while deterministically guaranteeing worst-case
linear storage space and worst-case logarithmic query time. This settles a long
standing open problem; the best previously known construction time of such a
structure, which is based on a directed acyclic graph, so-called the history
DAG, and with the above worst-case space and query-time guarantees, was
expected . The result is based on a deeper understanding of the
structure of the history DAG, its depth in relation to the length of its
longest search path, as well as its correspondence to the trapezoidal search
tree. Our results immediately extend to planar maps induced by finite
collections of pairwise interior disjoint well-behaved curves.Comment: The article significantly extends the theoretical aspects of the work
presented in http://arxiv.org/abs/1205.543
A numerical algorithm for semi-discrete optimal transport in 3D
This paper introduces a numerical algorithm to compute the optimal
transport map between two measures and , where derives from a
density defined as a piecewise linear function (supported by a
tetrahedral mesh), and where is a sum of Dirac masses.
I first give an elementary presentation of some known results on optimal
transport and then observe a relation with another problem (optimal sampling).
This relation gives simple arguments to study the objective functions that
characterize both problems.
I then propose a practical algorithm to compute the optimal transport map
between a piecewise linear density and a sum of Dirac masses in 3D. In this
semi-discrete setting, Aurenhammer et.al [\emph{8th Symposium on Computational
Geometry conf. proc.}, ACM (1992)] showed that the optimal transport map is
determined by the weights of a power diagram. The optimal weights are computed
by minimizing a convex objective function with a quasi-Newton method. To
evaluate the value and gradient of this objective function, I propose an
efficient and robust algorithm, that computes at each iteration the
intersection between a power diagram and the tetrahedral mesh that defines the
measure .
The numerical algorithm is experimented and evaluated on several datasets,
with up to hundred thousands tetrahedra and one million Dirac masses.Comment: 23 pages, 14 figure
Improved Implementation of Point Location in General Two-Dimensional Subdivisions
We present a major revamp of the point-location data structure for general
two-dimensional subdivisions via randomized incremental construction,
implemented in CGAL, the Computational Geometry Algorithms Library. We can now
guarantee that the constructed directed acyclic graph G is of linear size and
provides logarithmic query time. Via the construction of the Voronoi diagram
for a given point set S of size n, this also enables nearest-neighbor queries
in guaranteed O(log n) time. Another major innovation is the support of general
unbounded subdivisions as well as subdivisions of two-dimensional parametric
surfaces such as spheres, tori, cylinders. The implementation is exact,
complete, and general, i.e., it can also handle non-linear subdivisions. Like
the previous version, the data structure supports modifications of the
subdivision, such as insertions and deletions of edges, after the initial
preprocessing. A major challenge is to retain the expected O(n log n)
preprocessing time while providing the above (deterministic) space and
query-time guarantees. We describe an efficient preprocessing algorithm, which
explicitly verifies the length L of the longest query path in O(n log n) time.
However, instead of using L, our implementation is based on the depth D of G.
Although we prove that the worst case ratio of D and L is Theta(n/log n), we
conjecture, based on our experimental results, that this solution achieves
expected O(n log n) preprocessing time.Comment: 21 page
One machine, one minute, three billion tetrahedra
This paper presents a new scalable parallelization scheme to generate the 3D
Delaunay triangulation of a given set of points. Our first contribution is an
efficient serial implementation of the incremental Delaunay insertion
algorithm. A simple dedicated data structure, an efficient sorting of the
points and the optimization of the insertion algorithm have permitted to
accelerate reference implementations by a factor three. Our second contribution
is a multi-threaded version of the Delaunay kernel that is able to concurrently
insert vertices. Moore curve coordinates are used to partition the point set,
avoiding heavy synchronization overheads. Conflicts are managed by modifying
the partitions with a simple rescaling of the space-filling curve. The
performances of our implementation have been measured on three different
processors, an Intel core-i7, an Intel Xeon Phi and an AMD EPYC, on which we
have been able to compute 3 billion tetrahedra in 53 seconds. This corresponds
to a generation rate of over 55 million tetrahedra per second. We finally show
how this very efficient parallel Delaunay triangulation can be integrated in a
Delaunay refinement mesh generator which takes as input the triangulated
surface boundary of the volume to mesh
La triangulation de Delaunay d'un échantillon aléatoire d'un bon échantillon a une taille linéaire
A good sample is a point set such that any ball of radius contains a constant number of points. The Delaunay triangulation of a good sample is proved to have linear size, unfortunately this is not enough to ensure a good time complexity of the randomized incremental construction of the Delaunay triangulation. In this paper we prove that a random Bernoulli sample of a good sample has a triangulation of linear size. This result allows to prove that the randomized incremental construction needs an expected linear size and an expected time.Un bon Ă©chantillon est un ensemble de points tel que toute boule de rayon contienne un nombre constant de points.Il est dĂ©montrĂ© que la triangulation de Delaunay d'un bon Ă©chantillon a une taille linĂ©aire, malheureusement cela ne suffit pas Ă assurerune bonne complexitĂ© Ă la construction incrĂ©mentale randomisĂ©e de latriangulation de Delaunay.Dans ce rapport, nous dĂ©montrons que la triangulation d'un Ă©chantillon alĂ©atoire de Bernoullid'un bon Ă©chantillon a une taille linĂ©aire. Nous en dĂ©duisonsque la construction incrĂ©mentale randomisĂ©e peut ĂȘtre faite en temps et espace
Delaunay triangulation and randomized constructions
International audienceThe Delaunay triangulation and the Voronoi diagram are two classic geometric structures in the field of computational geometry. Their success can perhaps be attributed to two main reasons: Firstly, there exist practical, efficient algorithms to construct them; and secondly, they have an enormous number of useful applications ranging from meshing and 3D-reconstruction to interpolation