63 research outputs found

    Triangulating the Real Projective Plane

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    We consider the problem of computing a triangulation of the real projective plane P2, given a finite point set S={p1, p2,..., pn} as input. We prove that a triangulation of P2 always exists if at least six points in S are in general position, i.e., no three of them are collinear. We also design an algorithm for triangulating P2 if this necessary condition holds. As far as we know, this is the first computational result on the real projective plane

    Kinetic and Dynamic Delaunay tetrahedralizations in three dimensions

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    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 update

    The Delaunay Hierarchy

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    International audienceWe propose a new data structure to compute the Delaunay triangulation of a set of points in the plane. It combines good worst case complexity, fast behavior on real data, small memory occupation and the possibility of fully dynamic insertions and deletions. The location structure is organized into several levels. The lowest level just consists of the triangulation, then each level contains the triangulation of a small sample of the level below. Point location is done by walking in a triangulation to determine the nearest neighbor of the query at that level, then the walk restarts from that neighbor at the level below. Using a small subset (3%) to sample a level allows a small memory occupation; the walk and the use of the nearest neighbor to change levels quickly locate the query

    Towards a Scalable Dynamic Spatial Database System

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    With the rise of GPS-enabled smartphones and other similar mobile devices, massive amounts of location data are available. However, no scalable solutions for soft real-time spatial queries on large sets of moving objects have yet emerged. In this paper we explore and measure the limits of actual algorithms and implementations regarding different application scenarios. And finally we propose a novel distributed architecture to solve the scalability issues.Comment: (2012

    Formal Verification of a Geometry Algorithm: A Quest for Abstract Views and Symmetry in Coq Proofs

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    This extended abstract is about an effort to build a formal description of a triangulation algorithm starting with a naive description of the algorithm where triangles, edges, and triangulations are simply given as sets and the most complex notions are those of boundary and separating edges. When performing proofs about this algorithm, questions of symmetry appear and this exposition attempts to give an account of how these symmetries can be handled. All this work relies on formal developments made with Coq and the mathematical components library

    Implementing Delaunay Triangulations of the Bolza Surface

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    The CGAL library offers software packages to compute Delaunay triangulations of the (flat) torus of genus one in two and three dimensions. To the best of our knowledge, there is no available software for the simplest possible extension, i.e., the Bolza surface, a hyperbolic manifold homeomorphic to a torus of genus two. In this paper, we present an implementation based on the theoretical results and the incremental algorithm proposed last year at SoCG by Bogdanov, Teillaud, and Vegter. We describe the representation of the triangulation, we detail the different steps of the algorithm, we study predicates, and report experimental results
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