635 research outputs found

    Recognizing Geometric Intersection Graphs Stabbed by a Line

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    In this paper, we determine the computational complexity of recognizing two graph classes, \emph{grounded L}-graphs and \emph{stabbable grid intersection} graphs. An L-shape is made by joining the bottom end-point of a vertical (\vert) segment to the left end-point of a horizontal (-) segment. The top end-point of the vertical segment is known as the {\em anchor} of the L-shape. Grounded L-graphs are the intersection graphs of L-shapes such that all the L-shapes' anchors lie on the same horizontal line. We show that recognizing grounded L-graphs is NP-complete. This answers an open question asked by Jel{\'\i}nek \& T{\"o}pfer (Electron. J. Comb., 2019). Grid intersection graphs are the intersection graphs of axis-parallel line segments in which two vertical (similarly, two horizontal) segments cannot intersect. We say that a (not necessarily axis-parallel) straight line \ell stabs a segment ss, if ss intersects \ell. A graph GG is a stabbable grid intersection graph (StabGIGStabGIG) if there is a grid intersection representation of GG in which the same line stabs all its segments. We show that recognizing StabGIGStabGIG graphs is NPNP-complete, even on a restricted class of graphs. This answers an open question asked by Chaplick \etal (\textsc{O}rder, 2018).Comment: 18 pages, 11 Figure

    Pixel and Voxel Representations of Graphs

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    We study contact representations for graphs, which we call pixel representations in 2D and voxel representations in 3D. Our representations are based on the unit square grid whose cells we call pixels in 2D and voxels in 3D. Two pixels are adjacent if they share an edge, two voxels if they share a face. We call a connected set of pixels or voxels a blob. Given a graph, we represent its vertices by disjoint blobs such that two blobs contain adjacent pixels or voxels if and only if the corresponding vertices are adjacent. We are interested in the size of a representation, which is the number of pixels or voxels it consists of. We first show that finding minimum-size representations is NP-complete. Then, we bound representation sizes needed for certain graph classes. In 2D, we show that, for kk-outerplanar graphs with nn vertices, Θ(kn)\Theta(kn) pixels are always sufficient and sometimes necessary. In particular, outerplanar graphs can be represented with a linear number of pixels, whereas general planar graphs sometimes need a quadratic number. In 3D, Θ(n2)\Theta(n^2) voxels are always sufficient and sometimes necessary for any nn-vertex graph. We improve this bound to Θ(nτ)\Theta(n\cdot \tau) for graphs of treewidth τ\tau and to O((g+1)2nlog2n)O((g+1)^2n\log^2n) for graphs of genus gg. In particular, planar graphs admit representations with O(nlog2n)O(n\log^2n) voxels
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