2,827 research outputs found
On the Complexity of Randomly Weighted Voronoi Diagrams
In this paper, we provide an bound on the expected
complexity of the randomly weighted Voronoi diagram of a set of sites in
the plane, where the sites can be either points, interior-disjoint convex sets,
or other more general objects. Here the randomness is on the weight of the
sites, not their location. This compares favorably with the worst case
complexity of these diagrams, which is quadratic. As a consequence we get an
alternative proof to that of Agarwal etal [AHKS13] of the near linear
complexity of the union of randomly expanded disjoint segments or convex sets
(with an improved bound on the latter). The technique we develop is elegant and
should be applicable to other problems
In pursuit of linear complexity in discrete and computational geometry
Many computational problems arise naturally from geometric data. In this thesis, we consider three such problems: (i) distance optimization problems over point sets, (ii) computing contour trees over simplicial meshes, and (iii) bounding the expected complexity of weighted Voronoi diagrams. While these topics are broad, here the focus is on identifying structure which implies linear (or near linear) algorithmic and descriptive complexity.
The first topic we consider is in geometric optimization. More specifically, we define a large class of distance problems, for which we provide linear time exact or approximate solutions. Roughly speaking, the class of problems facilitate either clustering together close points (i.e. netting) or throwing out outliers (i.e pruning), allowing for successively smaller summaries of the relevant information in the input. A surprising number of classical geometric optimization problems are unified under this framework, including finding the optimal k-center clustering, the kth ranked distance, the kth heaviest edge of the MST, the minimum radius ball enclosing k points, and many others. In several cases we get the first known linear time approximation algorithm for a given problem, where our approximation ratio matches that of previous work.
The second topic we investigate is contour trees, a fundamental structure in computational topology. Contour trees give a compact summary of the evolution of level sets on a mesh, and are typically used on massive data sets. Previous algorithms for computing contour trees took Θ(n log n) time and were worst-case optimal. Here we provide an algorithm whose running time lies between Θ(nα(n)) and Θ(n log n), and varies depending on the shape of the tree, where α(n) is the inverse Ackermann function. In particular, this is the first algorithm with O(nα(n)) running time on instances with balanced contour trees. Our algorithmic results are complemented by lower bounds indicating that, up to a factor of α(n), on all instance types our algorithm performs optimally.
For the final topic, we consider the descriptive complexity of weighted Voronoi diagrams. Such diagrams have quadratic (or higher) worst-case complexity, however, as was the case for contour trees, here we push beyond worst-case analysis. A new diagram, called the candidate diagram, is introduced, which allows us to bound the complexity of weighted Voronoi diagrams arising from a particular probabilistic input model. Specifically, we assume weights are randomly permuted among fixed Voronoi sites, an assumption which is weaker than the more typical sampled locations assumption. Under this assumption, the expected complexity is shown to be near linear
From Proximity to Utility: A Voronoi Partition of Pareto Optima
We present an extension of Voronoi diagrams where when considering which site
a client is going to use, in addition to the site distances, other site
attributes are also considered (for example, prices or weights). A cell in this
diagram is then the locus of all clients that consider the same set of sites to
be relevant. In particular, the precise site a client might use from this
candidate set depends on parameters that might change between usages, and the
candidate set lists all of the relevant sites. The resulting diagram is
significantly more expressive than Voronoi diagrams, but naturally has the
drawback that its complexity, even in the plane, might be quite high.
Nevertheless, we show that if the attributes of the sites are drawn from the
same distribution (note that the locations are fixed), then the expected
complexity of the candidate diagram is near linear.
To this end, we derive several new technical results, which are of
independent interest. In particular, we provide a high-probability,
asymptotically optimal bound on the number of Pareto optima points in a point
set uniformly sampled from the -dimensional hypercube. To do so we revisit
the classical backward analysis technique, both simplifying and improving
relevant results in order to achieve the high-probability bounds
An Efficient, Practical Algorithm and Implementation for Computing Multiplicatively Weighted Voronoi Diagrams
We present a simple wavefront-like approach for computing multiplicatively
weighted Voronoi diagrams of points and straight-line segments in the Euclidean
plane. If the input sites may be assumed to be randomly weighted points then
the use of a so-called overlay arrangement [Har-Peled&Raichel, Discrete Comput.
Geom. 53:547-568, 2015] allows to achieve an expected runtime complexity of
, while still maintaining the simplicity of our approach. We
implemented the full algorithm for weighted points as input sites, based on
CGAL. The results of an experimental evaluation of our implementation suggest
as a practical bound on the runtime. Our algorithm can be
extended to handle also additive weights in addition to multiplicative weights,
and it yields a truly simple solution for solving the
one-dimensional version of this problem
Kinetic and Dynamic Delaunay tetrahedralizations in three dimensions
We describe the implementation of algorithms to construct and maintain
three-dimensional dynamic Delaunay triangulations with kinetic vertices using a
three-simplex data structure. The code is capable of constructing the geometric
dual, the Voronoi or Dirichlet tessellation. Initially, a given list of points
is triangulated. Time evolution of the triangulation is not only governed by
kinetic vertices but also by a changing number of vertices. We use
three-dimensional simplex flip algorithms, a stochastic visibility walk
algorithm for point location and in addition, we propose a new simple method of
deleting vertices from an existing three-dimensional Delaunay triangulation
while maintaining the Delaunay property. The dual Dirichlet tessellation can be
used to solve differential equations on an irregular grid, to define partitions
in cell tissue simulations, for collision detection etc.Comment: 29 pg (preprint), 12 figures, 1 table Title changed (mainly
nomenclature), referee suggestions included, typos corrected, bibliography
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