367 research outputs found
Flip Distance Between Triangulations of a Simple Polygon is NP-Complete
Let T be a triangulation of a simple polygon. A flip in T is the operation of
removing one diagonal of T and adding a different one such that the resulting
graph is again a triangulation. The flip distance between two triangulations is
the smallest number of flips required to transform one triangulation into the
other. For the special case of convex polygons, the problem of determining the
shortest flip distance between two triangulations is equivalent to determining
the rotation distance between two binary trees, a central problem which is
still open after over 25 years of intensive study. We show that computing the
flip distance between two triangulations of a simple polygon is NP-complete.
This complements a recent result that shows APX-hardness of determining the
flip distance between two triangulations of a planar point set.Comment: Accepted versio
Aspects of Unstructured Grids and Finite-Volume Solvers for the Euler and Navier-Stokes Equations
One of the major achievements in engineering science has been the development of computer algorithms for solving nonlinear differential equations such as the Navier-Stokes equations. In the past, limited computer resources have motivated the development of efficient numerical schemes in computational fluid dynamics (CFD) utilizing structured meshes. The use of structured meshes greatly simplifies the implementation of CFD algorithms on conventional computers. Unstructured grids on the other hand offer an alternative to modeling complex geometries. Unstructured meshes have irregular connectivity and usually contain combinations of triangles, quadrilaterals, tetrahedra, and hexahedra. The generation and use of unstructured grids poses new challenges in CFD. The purpose of this note is to present recent developments in the unstructured grid generation and flow solution technology
Peeling and Nibbling the Cactus: Subexponential-Time Algorithms for Counting Triangulations and Related Problems
Given a set of n points S in the plane, a triangulation T of S is a maximal set of non-crossing segments with endpoints in S. We present an algorithm that computes the number of triangulations on a given set of n points in time n^{ (11+ o(1)) sqrt{n} }, significantly improving the previous best running time of O(2^n n^2) by Alvarez and Seidel [SoCG 2013]. Our main tool is identifying separators of size O(sqrt{n}) of a triangulation in a canonical way. The definition of the separators are based on the decomposition of the triangulation into nested layers ("cactus graphs"). Based on the above algorithm, we develop a simple and formal framework to count other non-crossing straight-line graphs in n^{O(sqrt{n})} time. We demonstrate the usefulness of the framework by applying it to counting non-crossing Hamilton cycles, spanning trees, perfect matchings, 3-colorable triangulations, connected graphs, cycle decompositions, quadrangulations, 3-regular graphs, and more
Peeling and nibbling the cactus: Subexponential-time algorithms for counting triangulations and related problems
Given a set of points in the plane, a triangulation of is a
maximal set of non-crossing segments with endpoints in . We present an
algorithm that computes the number of triangulations on a given set of
points in time , significantly improving the previous
best running time of by Alvarez and Seidel [SoCG 2013]. Our main
tool is identifying separators of size of a triangulation in a
canonical way. The definition of the separators are based on the decomposition
of the triangulation into nested layers ("cactus graphs"). Based on the above
algorithm, we develop a simple and formal framework to count other non-crossing
straight-line graphs in time. We demonstrate the usefulness
of the framework by applying it to counting non-crossing Hamilton cycles,
spanning trees, perfect matchings, -colorable triangulations, connected
graphs, cycle decompositions, quadrangulations, -regular graphs, and more.Comment: 47 pages, 23 Figures, to appear in SoCG 201
An Algorithm for Triangulating 3D Polygons
In this thesis, we present an algorithm for obtaining a triangulation of multiple, non-planar 3D polygons. The output minimizes additive weights, such as the total triangle areas or the total dihedral angles between adjacent triangles. Our algorithm generalizes a classical method for optimally triangulating a single polygon. The key novelty is a mechanism for avoiding non-manifold outputs for two and more input polygons without compromising opti- mality. For better performance on real-world data, we also propose an approximate solution by feeding the algorithm with a reduced set of triangles. In particular, we demonstrate experimentally that the triangles in the Delaunay tetrahedralization of the polygon vertices offer a reasonable trade off between performance and optimality
Light Euclidean Spanners with Steiner Points
The FOCS'19 paper of Le and Solomon, culminating a long line of research on
Euclidean spanners, proves that the lightness (normalized weight) of the greedy
-spanner in is for any
and any (where
hides polylogarithmic factors of ), and also shows the
existence of point sets in for which any -spanner
must have lightness . Given this tight bound on the
lightness, a natural arising question is whether a better lightness bound can
be achieved using Steiner points.
Our first result is a construction of Steiner spanners in with
lightness , where is the spread of the
point set. In the regime of , this provides an
improvement over the lightness bound of Le and Solomon [FOCS 2019]; this regime
of parameters is of practical interest, as point sets arising in real-life
applications (e.g., for various random distributions) have polynomially bounded
spread, while in spanner applications often controls the precision,
and it sometimes needs to be much smaller than . Moreover, for
spread polynomially bounded in , this upper bound provides a
quadratic improvement over the non-Steiner bound of Le and Solomon [FOCS 2019],
We then demonstrate that such a light spanner can be constructed in
time for polynomially bounded spread, where
hides a factor of . Finally, we extend the
construction to higher dimensions, proving a lightness upper bound of
for any and any .Comment: 23 pages, 2 figures, to appear in ESA 2
TetGen, towards a quality tetrahedral mesh generator
TetGen is a C++ program for generating quality tetrahedral meshes aimed to support numerical methods and scientific computing. It is also a research project for studying the underlying mathematical problems and evaluating algorithms. This paper presents the essential meshing components developed in TetGen for robust and efficient software implementation. And it highlights the state-of-the-art algorithms and technologies currently implemented and developed in TetGen for automatic quality tetrahedral mesh generation
Field D* pathfinding in weighted simplicial complexes
Includes abstract.Includes bibliographical references.The development of algorithms to efficiently determine an optimal path through a complex environment is a continuing area of research within Computer Science. When such environments can be represented as a graph, established graph search algorithms, such as Dijkstra’s shortest path and A*, can be used. However, many environments are constructed from a set of regions that do not conform to a discrete graph. The Weighted Region Problem was proposed to address the problem of finding the shortest path through a set of such regions, weighted with values representing the cost of traversing the region. Robust solutions to this problem are computationally expensive since finding shortest paths across a region requires expensive minimisation. Sampling approaches construct graphs by introducing extra points on region edges and connecting them with edges criss-crossing the region. Dijkstra or A* are then applied to compute shortest paths. The connectivity of these graphs is high and such techniques are thus not particularly well suited to environments where the weights and representation frequently change. The Field D* algorithm, by contrast, computes the shortest path across a grid of weighted square cells and has replanning capabilites that cater for environmental changes. However, representing an environment as a weighted grid (an image) is not space-efficient since high resolution is required to produce accurate paths through areas containing features sensitive to noise. In this work, we extend Field D* to weighted simplicial complexes – specifically – triangulations in 2D and tetrahedral meshes in 3D
Unstructured mesh generation and adaptivity
An overview of current unstructured mesh generation and adaptivity techniques is given. Basic building blocks taken from the field of computational geometry are first described. Various practical mesh generation techniques based on these algorithms are then constructed and illustrated with examples. Issues of adaptive meshing and stretched mesh generation for anisotropic problems are treated in subsequent sections. The presentation is organized in an education manner, for readers familiar with computational fluid dynamics, wishing to learn more about current unstructured mesh techniques
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