15 research outputs found
Drawing Trees with Perfect Angular Resolution and Polynomial Area
We study methods for drawing trees with perfect angular resolution, i.e.,
with angles at each node v equal to 2{\pi}/d(v). We show:
1. Any unordered tree has a crossing-free straight-line drawing with perfect
angular resolution and polynomial area.
2. There are ordered trees that require exponential area for any
crossing-free straight-line drawing having perfect angular resolution.
3. Any ordered tree has a crossing-free Lombardi-style drawing (where each
edge is represented by a circular arc) with perfect angular resolution and
polynomial area. Thus, our results explore what is achievable with
straight-line drawings and what more is achievable with Lombardi-style
drawings, with respect to drawings of trees with perfect angular resolution.Comment: 30 pages, 17 figure
On Smooth Orthogonal and Octilinear Drawings: Relations, Complexity and Kandinsky Drawings
We study two variants of the well-known orthogonal drawing model: (i) the
smooth orthogonal, and (ii) the octilinear. Both models form an extension of
the orthogonal, by supporting one additional type of edge segments (circular
arcs and diagonal segments, respectively).
For planar graphs of max-degree 4, we analyze relationships between the graph
classes that can be drawn bendless in the two models and we also prove
NP-hardness for a restricted version of the bendless drawing problem for both
models. For planar graphs of higher degree, we present an algorithm that
produces bi-monotone smooth orthogonal drawings with at most two segments per
edge, which also guarantees a linear number of edges with exactly one segment.Comment: Appears in the Proceedings of the 25th International Symposium on
Graph Drawing and Network Visualization (GD 2017
Angles of Arc-Polygons and Lombardi Drawings of Cacti
We characterize the triples of interior angles that are possible in
non-self-crossing triangles with circular-arc sides, and we prove that a given
cyclic sequence of angles can be realized by a non-self-crossing polygon with
circular-arc sides whenever all angles are at most pi. As a consequence of
these results, we prove that every cactus has a planar Lombardi drawing (a
drawing with edges depicted as circular arcs, meeting at equal angles at each
vertex) for its natural embedding in which every cycle of the cactus is a face
of the drawing. However, there exist planar embeddings of cacti that do not
have planar Lombardi drawings.Comment: 12 pages, 8 figures. To be published in Proc. 33rd Canadian
Conference on Computational Geometry, 202
The Graphs of Planar Soap Bubbles
We characterize the graphs formed by two-dimensional soap bubbles as being
exactly the 3-regular bridgeless planar multigraphs. Our characterization
combines a local characterization of soap bubble graphs in terms of the
curvatures of arcs meeting at common vertices, a proof that this
characterization remains invariant under Moebius transformations, an
application of Moebius invariance to prove bridgelessness, and a
Moebius-invariant power diagram of circles previously developed by the author
for its applications in graph drawing.Comment: 16 pages, 9 figure
The Galois Complexity of Graph Drawing: Why Numerical Solutions are Ubiquitous for Force-Directed, Spectral, and Circle Packing Drawings
Many well-known graph drawing techniques, including force directed drawings,
spectral graph layouts, multidimensional scaling, and circle packings, have
algebraic formulations. However, practical methods for producing such drawings
ubiquitously use iterative numerical approximations rather than constructing
and then solving algebraic expressions representing their exact solutions. To
explain this phenomenon, we use Galois theory to show that many variants of
these problems have solutions that cannot be expressed by nested radicals or
nested roots of low-degree polynomials. Hence, such solutions cannot be
computed exactly even in extended computational models that include such
operations.Comment: Graph Drawing 201
Schematics of Graphs and Hypergraphs
Graphenzeichnen als ein Teilgebiet der Informatik befasst sich mit dem Ziel Graphen oder deren Verallgemeinerung Hypergraphen geometrisch zu realisieren. BeschrĂ€nkt man sich dabei auf visuelles Hervorheben von wesentlichen Informationen in Zeichenmodellen, spricht man von Schemata. Hauptinstrumente sind Konstruktionsalgorithmen und Charakterisierungen von Graphenklassen, die fĂŒr die Konstruktion geeignet sind. In dieser Arbeit werden Schemata fĂŒr Graphen und Hypergraphen formalisiert und mit den genannten Instrumenten untersucht. In der Dissertation wird zunĂ€chst das âpartial edge drawingâ (kurz: PED) Modell fĂŒr Graphen (bezĂŒglich gradliniger Zeichnung) untersucht. Dabei wird um Kreuzungen im Zentrum der Kante visuell zu eliminieren jede Kante durch ein kreuzungsfreies TeilstĂŒck (= Stummel) am Start- und am Zielknoten ersetzt. Als Standard hat sich eine PED-Variante etabliert, in der das LĂ€ngenverhĂ€ltnis zwischen Stummel und Kante genau 1â4 ist (kurz: 1â4-SHPED). FĂŒr 1â4-SHPEDs werden Konstruktionsalgorithmen, Klassifizierung, Implementierung und Evaluation prĂ€sentiert. AuĂerdem werden PED-Varianten mit festen Knotenpositionen und auf Basis orthogonaler Zeichnungen erforscht. Danach wird das BUS Modell fĂŒr Hypergraphen untersucht, in welchem Hyperkanten durch fette horizontale oder vertikale â als BUS bezeichnete â Segmente reprĂ€sentiert werden. Dazu wird eine vollstĂ€ndige Charakterisierung von planaren Inzidenzgraphen von Hypergraphen angegeben, die eine planare Zeichnung im BUS Modell besitzen, und diverse planare BUS-Varianten mit festen Knotenpositionen werden diskutiert. Zum Schluss wird erstmals eine Punktmenge von subquadratischer GröĂe angegeben, die eine planare Einbettung (Knoten werden auf Punkte abgebildet) von 2-auĂenplanaren Graphen ermöglicht
Arquitectura paramétrica y diseño paramétrico. Aplicación al diseño de mobiliario urbano
A lo largo de la presente memoria de Trabajo fin de grado se profundiza en diferentes tĂ©cnicas digitales existentes en el campo del diseño arquitectĂłnico asĂ como su aplicaciĂłn. En primer lugar se hace un breve recorrido por cinco ejemplos paradigmĂĄticos del uso de tĂ©cnicas digitales que permiten tanto al autor como al lector aproximarse a las diferentes posibilidades que existen. Posteriormente se elige el caso concreto del edificio Water Cube de PekĂn y se estudia el modo en que fue diseñada su fachada y por ultimo se realiza un caso de aplicaciĂłn de los conceptos aprendidos al diseño de una pieza de arte urbano a colocar en un espacio pĂșblico urbano. Finalmente se dan unas indicaciones para que una persona parta en el futuro del trabajo realizado y continĂșe con la investigaciĂłn