53 research outputs found
Pants Decomposition of the Punctured Plane
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
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
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
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
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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