19 research outputs found
Computing the Greedy Spanner in Linear Space
The greedy spanner is a high-quality spanner: its total weight, edge count
and maximal degree are asymptotically optimal and in practice significantly
better than for any other spanner with reasonable construction time.
Unfortunately, all known algorithms that compute the greedy spanner of n points
use Omega(n^2) space, which is impractical on large instances. To the best of
our knowledge, the largest instance for which the greedy spanner was computed
so far has about 13,000 vertices.
We present a O(n)-space algorithm that computes the same spanner for points
in R^d running in O(n^2 log^2 n) time for any fixed stretch factor and
dimension. We discuss and evaluate a number of optimizations to its running
time, which allowed us to compute the greedy spanner on a graph with a million
vertices. To our knowledge, this is also the first algorithm for the greedy
spanner with a near-quadratic running time guarantee that has actually been
implemented
Clustered edge routing
The classic method to depict graphs is a node-link diagram where vertices (nodes) are associated with each object and edges (links) connect related objects. However, node-link diagrams quickly appear cluttered and unclear, even for moderately sized graphs. If the positions of the nodes are fixed then suitable link routing is the only option to reduce clutter. We present a novel link clustering and routing algorithm which respects (and if desired refines) user-defined clusters on links. If no clusters are defined a priori we cluster based on geometric criteria, that is, based on a well-separated pair decomposition (WSPD).We route link clusters individually on a sparse visibility spanner. To completely avoid ambiguity we draw each individual link and ensure that clustered links follow the same path in the routing graph. We prove that the clusters induced by the WSPD consist of compatible links according to common similarity measures as formalized by Holten and van Wijk [17]. The greedy sparsification of the visibility graph allows us to easily route around obstacles. Our experimental results are visually appealing and convey a sense of abstraction and order
Competitive Searching for a Line on a Line Arrangement
We discuss the problem of searching for an unknown line on a known or unknown line arrangement by a searcher S, and show that a search strategy exists that finds the line competitively, that is, with detour factor at most a constant when compared to the situation where S has all knowledge. In the case where S knows all lines but not which one is sought, the strategy is 79-competitive. We also show that it may be necessary to travel on Omega(n) lines to realize a constant competitive ratio. In the case where initially, S does not know any line, but learns about the ones it encounters during the search, we give a 414.2-competitive search strategy
Distribution-sensitive construction of the greedy spanner (extended abstract)
The greedy spanner is the highest quality geometric spanner (in e.g. edge count and weight, both in theory and practice) known to be computable in polynomial time. Unfortunately, all known algorithms for computing it take O(n^2) time, limiting its applicability on large data sets.
We observe that for many point sets, the greedy spanner has many ‘short’ edges that can be determined locally and usually quickly, and few or no ‘long’ edges that can usually be determined quickly using local information and the well-separated pair decomposition. We give experimental results showing large to massive performance increases over the state-of-the-art on nearly all tests and real-life data sets. On the theoretical side we prove a near-linear expected time bound on uniform point sets and a near-quadratic worst-case bound.
Our bound for point sets drawn uniformly and independently at random in a square follows from a local characterization of t-spanners we give on such point sets.
This characterization gives a O(n log^2 n log^2 log n) expected time bound on our greedy spanner algorithm, making it the first subquadratic time algorithm for this problem on any interesting class of points
Distribution-sensitive construction of the greedy spanner
The greedy spanner is the highest quality geometric spanner (in e.g. edge count and weight, both in theory and practice) known to be computable in polynomial time. Unfortunately, all known algorithms for computing it on n points take time, limiting its applicability on large data sets. We propose a novel algorithm design which uses the observation that for many point sets, the greedy spanner has many ‘short’ edges that can be determined locally and usually quickly. To find the usually few remaining ‘long’ edges, we use a combination of already determined local information and the well-separated pair decomposition. We give experimental results showing large to massive performance increases over the state-of-the-art on nearly all tests and real-life data sets. On the theoretical side we prove a near-linear expected time bound on uniform point sets and a near-quadratic worst-case bound. Our bound for point sets drawn uniformly and independently at random in a square follows from a local characterization of t-spanners we give on such point sets. We give a geometric property that holds with high probability, which in turn implies that if an edge set on these points has t-paths between pairs of points ‘close’ to each other, then it has t-paths between all pairs of points. This characterization gives an expected time bound on our greedy spanner algorithm, making it the first subquadratic time algorithm for this problem on any interesting class of points. We also use this characterization to give an expected time algorithm on uniformly distributed points that determines whether E is a t-spanner, making it the first subquadratic time algorithm for this problem that does not make assumptions on E
Mapping polygons to the grid with small Hausdorff and Fréchet distance
We show how to represent a simple polygon \u3ci\u3eP\u3c/i\u3e by a grid (pixel-based) polygon \u3ci\u3eQ\u3c/i\u3e that is simple and whose Hausdorff or Fréchet distance to \u3ci\u3eP\u3c/i\u3e is small. For any simple polygon \u3ci\u3eP\u3c/i\u3e, a grid polygon exists with constant Hausdorff distance between their boundaries and their interiors. Moreover, we show that with a realistic input assumption we can also realize constant Fréchet distance between the boundaries. We present algorithms accompanying these constructions, heuristics to improve their output while keeping the distance bounds, and experiments to assess the output