938 research outputs found

    All Maximal Independent Sets and Dynamic Dominance for Sparse Graphs

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    We describe algorithms, based on Avis and Fukuda's reverse search paradigm, for listing all maximal independent sets in a sparse graph in polynomial time and delay per output. For bounded degree graphs, our algorithms take constant time per set generated; for minor-closed graph families, the time is O(n) per set, and for more general sparse graph families we achieve subquadratic time per set. We also describe new data structures for maintaining a dynamic vertex set S in a sparse or minor-closed graph family, and querying the number of vertices not dominated by S; for minor-closed graph families the time per update is constant, while it is sublinear for any sparse graph family. We can also maintain a dynamic vertex set in an arbitrary m-edge graph and test the independence of the maintained set in time O(sqrt m) per update. We use the domination data structures as part of our enumeration algorithms.Comment: 10 page

    RRR: Rank-Regret Representative

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    Selecting the best items in a dataset is a common task in data exploration. However, the concept of "best" lies in the eyes of the beholder: different users may consider different attributes more important, and hence arrive at different rankings. Nevertheless, one can remove "dominated" items and create a "representative" subset of the data set, comprising the "best items" in it. A Pareto-optimal representative is guaranteed to contain the best item of each possible ranking, but it can be almost as big as the full data. Representative can be found if we relax the requirement to include the best item for every possible user, and instead just limit the users' "regret". Existing work defines regret as the loss in score by limiting consideration to the representative instead of the full data set, for any chosen ranking function. However, the score is often not a meaningful number and users may not understand its absolute value. Sometimes small ranges in score can include large fractions of the data set. In contrast, users do understand the notion of rank ordering. Therefore, alternatively, we consider the position of the items in the ranked list for defining the regret and propose the {\em rank-regret representative} as the minimal subset of the data containing at least one of the top-kk of any possible ranking function. This problem is NP-complete. We use the geometric interpretation of items to bound their ranks on ranges of functions and to utilize combinatorial geometry notions for developing effective and efficient approximation algorithms for the problem. Experiments on real datasets demonstrate that we can efficiently find small subsets with small rank-regrets

    The greedy flip tree of a subword complex

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    We describe a canonical spanning tree of the ridge graph of a subword complex on a finite Coxeter group. It is based on properties of greedy facets in subword complexes, defined and studied in this paper. Searching this tree yields an enumeration scheme for the facets of the subword complex. This algorithm extends the greedy flip algorithm for pointed pseudotriangulations of points or convex bodies in the plane.Comment: 14 pages, 10 figures; various corrections (in particular deletion of Section 4 which contained a serious mistake pointed out by an anonymous referee). This paper is subsumed by our joint results with Christian Stump on "EL-labelings and canonical spanning trees for subword complexes" (http://arxiv.org/abs/1210.1435) and will therefore not be publishe

    Parametric shortest-path algorithms via tropical geometry

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    We study parameterized versions of classical algorithms for computing shortest-path trees. This is most easily expressed in terms of tropical geometry. Applications include shortest paths in traffic networks with variable link travel times.Comment: 24 pages and 8 figure

    Connectivity Compression for Irregular Quadrilateral Meshes

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    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

    Finding Hexahedrizations for Small Quadrangulations of the Sphere

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    This paper tackles the challenging problem of constrained hexahedral meshing. An algorithm is introduced to build combinatorial hexahedral meshes whose boundary facets exactly match a given quadrangulation of the topological sphere. This algorithm is the first practical solution to the problem. It is able to compute small hexahedral meshes of quadrangulations for which the previously known best solutions could only be built by hand or contained thousands of hexahedra. These challenging quadrangulations include the boundaries of transition templates that are critical for the success of general hexahedral meshing algorithms. The algorithm proposed in this paper is dedicated to building combinatorial hexahedral meshes of small quadrangulations and ignores the geometrical problem. The key idea of the method is to exploit the equivalence between quad flips in the boundary and the insertion of hexahedra glued to this boundary. The tree of all sequences of flipping operations is explored, searching for a path that transforms the input quadrangulation Q into a new quadrangulation for which a hexahedral mesh is known. When a small hexahedral mesh exists, a sequence transforming Q into the boundary of a cube is found; otherwise, a set of pre-computed hexahedral meshes is used. A novel approach to deal with the large number of problem symmetries is proposed. Combined with an efficient backtracking search, it allows small shellable hexahedral meshes to be found for all even quadrangulations with up to 20 quadrangles. All 54,943 such quadrangulations were meshed using no more than 72 hexahedra. This algorithm is also used to find a construction to fill arbitrary domains, thereby proving that any ball-shaped domain bounded by n quadrangles can be meshed with no more than 78 n hexahedra. This very significantly lowers the previous upper bound of 5396 n.Comment: Accepted for SIGGRAPH 201

    On the number of simple arrangements of five double pseudolines

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    We describe an incremental algorithm to enumerate the isomorphism classes of double pseudoline arrangements. The correction of our algorithm is based on the connectedness under mutations of the spaces of one-extensions of double pseudoline arrangements, proved in this paper. Counting results derived from an implementation of our algorithm are also reported.Comment: 24 pages, 16 figures, 6 table
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