Results 1 - 10
of
15
Applications of Random Sampling in Computational Geometry, II
- Discrete Comput. Geom
, 1995
"... We use random sampling for several new geometric algorithms. The algorithms are "Las Vegas," and their expected bounds are with respect to the random behavior of the algorithms. These algorithms follow from new general results giving sharp bounds for the use of random subsets in geometric algorithms ..."
Abstract
-
Cited by 356 (10 self)
- Add to MetaCart
We use random sampling for several new geometric algorithms. The algorithms are "Las Vegas," and their expected bounds are with respect to the random behavior of the algorithms. These algorithms follow from new general results giving sharp bounds for the use of random subsets in geometric algorithms. These bounds show that random subsets can be used optimally for divide-and-conquer, and also give bounds for a simple, general technique for building geometric structures incrementally. One new algorithm reports all the intersecting pairs of a set of line segments in the plane, and requires O(A + n log n) expected time, where A is the number of intersecting pairs reported. The algorithm requires O(n) space in the worst case. Another algorithm computes the convex hull of n points in E d in O(n log n) expected time for d = 3, and O(n bd=2c ) expected time for d ? 3. The algorithm also gives fast expected times for random input points. Another algorithm computes the diameter of a set of n...
A Simple and Fast Incremental Randomized Algorithm for Computing Trapezoidal Decompositions and for Triangulating Polygons
- Comput. Geom. Theory Appl
, 1991
"... This paper presents a very simple incremental randomized algorithm for computing the trapezoidal decomposition induced by a set S of n line segments in the plane. If S is given as a simple polygonal chain the expected running time of the algorithm is O(n log n). This leads to a simple algorithm of t ..."
Abstract
-
Cited by 91 (2 self)
- Add to MetaCart
This paper presents a very simple incremental randomized algorithm for computing the trapezoidal decomposition induced by a set S of n line segments in the plane. If S is given as a simple polygonal chain the expected running time of the algorithm is O(n log n). This leads to a simple algorithm of the same complexity for triangulating polygons. More generally, if S is presented as a plane graph with k connected components, then the expected running time of the algorithm is O(n log n k log n). As a by-product our algorithm creates a search structure of expected linear size that allows point location queries in the resulting trapezoidation in logarithmic expected time. The analysis of the expected performance is elementary and straightforward. All expectations are with respect to "coinflips" generated by the algorithm and are not based on assumptions about the geometric distribution of the input. Large Portions of the research reported here were conducted while the author visit...
Controlled Simplification of Genus for Polygonal Models
, 1997
"... Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively small holes, tunnels, and cavities. We present a genus-reducing simplification approach that is complementary to the exis ..."
Abstract
-
Cited by 42 (1 self)
- Add to MetaCart
Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively small holes, tunnels, and cavities. We present a genus-reducing simplification approach that is complementary to the existing work on genus-preserving simplifications. We propose a simplification framework in which genus-reducing and genus-preserving simplifications alternate to yield much better multiresolution hierarchies than would have been possible by using either one of them. In our approach we first identify the holes and the concavities by extending the concept of #- hulls to polygonal meshes under the L1 distance metric and then generate valid triangulations to fill them. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation --- Display algorithms; I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling --- Curve, surface, solid, and object represent...
Randomized Parallel Algorithms For Trapezoidal Diagrams
, 1992
"... We describe randomized parallel algorithms for building trapezoidal diagrams of line segments in the plane. The algorithms are designed for a CRCW PRAM. For general segments, we give an algorithm requiring optimal O(A + n log n) expected work and optimal O(logn) time, where A is the number of inters ..."
Abstract
-
Cited by 24 (0 self)
- Add to MetaCart
We describe randomized parallel algorithms for building trapezoidal diagrams of line segments in the plane. The algorithms are designed for a CRCW PRAM. For general segments, we give an algorithm requiring optimal O(A + n log n) expected work and optimal O(logn) time, where A is the number of intersecting pairs of segments. If the segments form a simple chain, we give an algorithm requiring optimal O(n) expected work and O(logn log log n log n) expected time a , and a simpler algorithm requiring O(n log n) expected work. The serial algorithm corresponding to the latter is among the simplest known algorithms requiring O(n log n) expected operations. For a set of segments forming K chains, we give an algorithm requiring O(A + n log n + K log n) expected work and O(logn log log n log n) expected time. The parallel time bounds require the assumption that enough processors are available, with processor allocations every log n steps. Keywords: randomized, parallel, trapez...
Topology Simplification for Polygonal Virtual Environments
- IEEE Transactions on Visualization and Computer Graphics
, 1998
"... We present a topology simplifying approach that can be used for genus reductions, removal of protuberances, and repair of cracks in polygonal models in a unified framework. Our work is complementary to the existing work on geometry simplification of polygonal datasets and we demonstrate that using ..."
Abstract
-
Cited by 23 (1 self)
- Add to MetaCart
We present a topology simplifying approach that can be used for genus reductions, removal of protuberances, and repair of cracks in polygonal models in a unified framework. Our work is complementary to the existing work on geometry simplification of polygonal datasets and we demonstrate that using topology and geometry simplifications together yields superior multiresolution hierarchies than is possible by using either of them alone. Our approach can also address the important issue of repair of cracks in polygonal models as well as for rapid identification and removal of protuberances based on internal accessibility in polygonal models. Our approach is based on identifying holes and cracks by extending the concept of #-shapes to polygonal meshes under the L1 distance metric. We then generate valid triangulations to fill them using the intuitive notion of sweeping a L1 cube over the identified regions. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture...
Efficient Rendering of Trimmed NURBS Surfaces
, 1995
"... : We present an algorithm for interactive display of trimmed NURBS surfaces. The algorithm converts the NURBS surfaces to B'ezier surfaces and NURBS trimming curves into B'ezier curves. It tessellates each trimmed B'ezier surface into triangles and renders them using the triangle rendering capabili ..."
Abstract
-
Cited by 13 (6 self)
- Add to MetaCart
: We present an algorithm for interactive display of trimmed NURBS surfaces. The algorithm converts the NURBS surfaces to B'ezier surfaces and NURBS trimming curves into B'ezier curves. It tessellates each trimmed B'ezier surface into triangles and renders them using the triangle rendering capabilities common in current graphics systems. It makes use of tight bounds for uniform tessellation of B'ezier surfaces into cells and traces the trimming curves to compute the trimmed regions of each cell. This is based on tracing trimming curves, intersection computation with the cells, and triangulation of the cells. The resulting technique also makes use of spatial and temporal coherence between successive frames for cell computation and triangulation. Polygonization anomalies like cracks and angularities are avoided as well. The algorithm can display trimmed models described using thousands of B'ezier surfaces at interactive frame rates on the high end graphics systems. Additional Keywords ...
Linear-Time Triangulation of a Simple Polygon Made Easier Via Randomization
- In Proc. 16th Annu. ACM Sympos. Comput. Geom
, 2000
"... We describe a randomized algorithm for computing the trapezoidal decomposition of a simple polygon. Its expected running time is linear in the size of the polygon. By a well-known and simple linear time reduction, this implies a linear time algorithm for triangulating a simple polygon. Our algorithm ..."
Abstract
-
Cited by 9 (0 self)
- Add to MetaCart
We describe a randomized algorithm for computing the trapezoidal decomposition of a simple polygon. Its expected running time is linear in the size of the polygon. By a well-known and simple linear time reduction, this implies a linear time algorithm for triangulating a simple polygon. Our algorithm is considerably simpler than Chazelle's (1991) celebrated optimal deterministic algorithm and, hence, positively answers his question of whether a simpler randomized algorithm for the problem exists. The new algorithm can be viewed as a combination of Chazelle's algorithm and of non-optimal randomized algorithms due to Clarkson et al. (1991) and to Seidel (1991), with the essential innovation that sampling is performed on subchains of the initial polygonal chain, rather than on its edges. It is also essential, as in Chazelle's algorithm, to include a bottom-up preprocessing phase previous to the top-down construction phase. 1 Introduction Polygon triangulation is a classic problem in comp...
FIST: Fast industrial-strength triangulation of polygons
- Algorithmica
, 1998
"... A preliminary version of this paper has appeared as an extended abstract at CGI'98; see [26]. y ..."
Abstract
-
Cited by 9 (1 self)
- Add to MetaCart
A preliminary version of this paper has appeared as an extended abstract at CGI'98; see [26]. y
A Randomized Algorithm for Triangulating a Simple Polygon in Linear Time
- DISCRETE & COMPUTATIONAL GEOMETRY
, 2001
"... We describe a randomized algorithm for computing the trapezoidal decomposition of a simple polygon. Its expected running time is linear in the size of the polygon. By a well-known and simple linear time reduction, this implies a linear time algorithm for triangulating a simple polygon. Our algorithm ..."
Abstract
-
Cited by 4 (0 self)
- Add to MetaCart
We describe a randomized algorithm for computing the trapezoidal decomposition of a simple polygon. Its expected running time is linear in the size of the polygon. By a well-known and simple linear time reduction, this implies a linear time algorithm for triangulating a simple polygon. Our algorithm is considerably simpler than Chazelle's (1991) celebrated optimal deterministic algorithm. The new algorithm can be viewed as a combination of Chazelle's algorithm and of simple non-optimal randomized algorithms due to Clarkson et al. (1991) and to Seidel (1991). As in Chazelle's algorithm, it is indispensable to include a bottom-up preprocessing phase, in addition to the actual top-down construction. An essential new idea is the use of random sampling on subchains of the initial polygonal chain, rather than on individual edges as is normally done.

