949 research outputs found
Orderly Spanning Trees with Applications
We introduce and study the {\em orderly spanning trees} of plane graphs. This
algorithmic tool generalizes {\em canonical orderings}, which exist only for
triconnected plane graphs. Although not every plane graph admits an orderly
spanning tree, we provide an algorithm to compute an {\em orderly pair} for any
connected planar graph , consisting of a plane graph of , and an
orderly spanning tree of . We also present several applications of orderly
spanning trees: (1) a new constructive proof for Schnyder's Realizer Theorem,
(2) the first area-optimal 2-visibility drawing of , and (3) the best known
encodings of with O(1)-time query support. All algorithms in this paper run
in linear time.Comment: 25 pages, 7 figures, A preliminary version appeared in Proceedings of
the 12th Annual ACM-SIAM Symposium on Discrete Algorithms (SODA 2001),
Washington D.C., USA, January 7-9, 2001, pp. 506-51
Explicit linear kernels via dynamic programming
Several algorithmic meta-theorems on kernelization have appeared in the last
years, starting with the result of Bodlaender et al. [FOCS 2009] on graphs of
bounded genus, then generalized by Fomin et al. [SODA 2010] to graphs excluding
a fixed minor, and by Kim et al. [ICALP 2013] to graphs excluding a fixed
topological minor. Typically, these results guarantee the existence of linear
or polynomial kernels on sparse graph classes for problems satisfying some
generic conditions but, mainly due to their generality, it is not clear how to
derive from them constructive kernels with explicit constants. In this paper we
make a step toward a fully constructive meta-kernelization theory on sparse
graphs. Our approach is based on a more explicit protrusion replacement
machinery that, instead of expressibility in CMSO logic, uses dynamic
programming, which allows us to find an explicit upper bound on the size of the
derived kernels. We demonstrate the usefulness of our techniques by providing
the first explicit linear kernels for -Dominating Set and -Scattered Set
on apex-minor-free graphs, and for Planar-\mathcal{F}-Deletion on graphs
excluding a fixed (topological) minor in the case where all the graphs in
\mathcal{F} are connected.Comment: 32 page
Schnyder woods for higher genus triangulated surfaces, with applications to encoding
Schnyder woods are a well-known combinatorial structure for plane
triangulations, which yields a decomposition into 3 spanning trees. We extend
here definitions and algorithms for Schnyder woods to closed orientable
surfaces of arbitrary genus. In particular, we describe a method to traverse a
triangulation of genus and compute a so-called -Schnyder wood on the
way. As an application, we give a procedure to encode a triangulation of genus
and vertices in bits. This matches the worst-case
encoding rate of Edgebreaker in positive genus. All the algorithms presented
here have execution time , hence are linear when the genus is fixed.Comment: 27 pages, to appear in a special issue of Discrete and Computational
Geometr
Connectivity Compression for Irregular Quadrilateral Meshes
Applications that require Internet access to remote 3D datasets are often
limited by the storage costs of 3D models. Several compression methods are
available to address these limits for objects represented by triangle meshes.
Many CAD and VRML models, however, are represented as quadrilateral meshes or
mixed triangle/quadrilateral meshes, and these models may also require
compression. We present an algorithm for encoding the connectivity of such
quadrilateral meshes, and we demonstrate that by preserving and exploiting the
original quad structure, our approach achieves encodings 30 - 80% smaller than
an approach based on randomly splitting quads into triangles. We present both a
code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per
vertex for meshes without valence-two vertices) and entropy-coding results for
typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the
regularity of the mesh. Our method may be implemented by a rule for a
particular splitting of quads into triangles and by using the compression and
decompression algorithms introduced in [Rossignac99] and
[Rossignac&Szymczak99]. We also present extensions to the algorithm to compress
meshes with holes and handles and meshes containing triangles and other
polygons as well as quads
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