53 research outputs found

    Pants Decomposition of the Punctured Plane

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    A pants decomposition of an orientable surface S is a collection of simple cycles that partition S into pants, i.e., surfaces of genus zero with three boundary cycles. Given a set P of n points in the plane, we consider the problem of computing a pants decomposition of the surface S which is the plane minus P, of minimum total length. We give a polynomial-time approximation scheme using Mitchell's guillotine rectilinear subdivisions. We give a quartic-time algorithm to compute the shortest pants decomposition of S when the cycles are restricted to be axis-aligned boxes, and a quadratic-time algorithm when all the points lie on a line; both exact algorithms use dynamic programming with Yao's speedup.Comment: 5 pages, 1 grayscale figur

    Some results on triangle partitions

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    We show that there exist efficient algorithms for the triangle packing problem in colored permutation graphs, complete multipartite graphs, distance-hereditary graphs, k-modular permutation graphs and complements of k-partite graphs (when k is fixed). We show that there is an efficient algorithm for C_4-packing on bipartite permutation graphs and we show that C_4-packing on bipartite graphs is NP-complete. We characterize the cobipartite graphs that have a triangle partition

    Feedback vertex set on chordal bipartite graphs

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    Let G=(A,B,E) be a bipartite graph with color classes A and B. The graph G is chordal bipartite if G has no induced cycle of length more than four. Let G=(V,E) be a graph. A feedback vertex set F is a set of vertices F subset V such that G-F is a forest. The feedback vertex set problem asks for a feedback vertex set of minimal cardinality. We show that the feedback vertex set problem can be solved in polynomial time on chordal bipartite graphs

    Complexity Analysis of Balloon Drawing for Rooted Trees

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    In a balloon drawing of a tree, all the children under the same parent are placed on the circumference of the circle centered at their parent, and the radius of the circle centered at each node along any path from the root reflects the number of descendants associated with the node. Among various styles of tree drawings reported in the literature, the balloon drawing enjoys a desirable feature of displaying tree structures in a rather balanced fashion. For each internal node in a balloon drawing, the ray from the node to each of its children divides the wedge accommodating the subtree rooted at the child into two sub-wedges. Depending on whether the two sub-wedge angles are required to be identical or not, a balloon drawing can further be divided into two types: even sub-wedge and uneven sub-wedge types. In the most general case, for any internal node in the tree there are two dimensions of freedom that affect the quality of a balloon drawing: (1) altering the order in which the children of the node appear in the drawing, and (2) for the subtree rooted at each child of the node, flipping the two sub-wedges of the subtree. In this paper, we give a comprehensive complexity analysis for optimizing balloon drawings of rooted trees with respect to angular resolution, aspect ratio and standard deviation of angles under various drawing cases depending on whether the tree is of even or uneven sub-wedge type and whether (1) and (2) above are allowed. It turns out that some are NP-complete while others can be solved in polynomial time. We also derive approximation algorithms for those that are intractable in general

    Hierarchy of surface models and irreducible triangulations

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    AbstractGiven a triangulated closed surface, the problem of constructing a hierarchy of surface models of decreasing level of detail has attracted much attention in computer graphics. A hierarchy provides view-dependent refinement and facilitates the computation of parameterization. For a triangulated closed surface of n vertices and genus g, we prove that there is a constant c>0 such that if n>c·g, a greedy strategy can identify Θ(n) topology-preserving edge contractions that do not interfere with each other. Further, each of them affects only a constant number of triangles. Repeatedly identifying and contracting such edges produces a topology-preserving hierarchy of O(n+g2) size and O(logn+g) depth. Although several implementations exist for constructing hierarchies, our work is the first to show that a greedy algorithm can efficiently compute a hierarchy of provably small size and low depth. When no contractible edge exists, the triangulation is irreducible. Nakamoto and Ota showed that any irreducible triangulation of an orientable 2-manifold has at most max{342g−72,4} vertices. Using our proof techniques we obtain a new bound of max{240g,4}
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