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1.
Geometric routing by using virtual locations is an elegant way for solving network routing problems. In its simplest form, greedy routing, a message is simply forwarded to a neighbor that is closer to the destination. It has been an open conjecture whether every 3-connected plane graph has a greedy drawing in the Euclidean plane R 2 (by Papadimitriou and Ratajczak in Theor. Comp. Sci. 344(1):3–14, 2005). Leighton and Moitra (Discrete Comput. Geom. 44(3):686–705, 2010) recently settled this conjecture positively. One main drawback of this approach is that the coordinates of the virtual locations require Ω(nlogn) bits to represent (the same space usage as traditional routing table approaches). This makes greedy routing infeasible in applications. In this paper, we show that the classical Schnyder drawing in R 2 of plane triangulations is greedy with respect to a simple natural metric function H(u,v) over R 2 that is equivalent to Euclidean metric D E (u,v) (in the sense that $D_{E}(u,v) \leq H(u,v) \leq2\sqrt{2}D_{E}(u,v)$ ). The drawing uses two integer coordinates between 0 and 2n?5, which can be represented by logn bits. We also show that the classical Schnyder drawing in R 2 of 3-connected plane graphs is weakly greedy with respect to the same metric function H(?,?). The drawing uses two integer coordinates between 0 and f (where f is the number of internal faces of G). 相似文献
2.
We study a crossing minimization problem of drawing a bipartite graph with a radial drawing of two orbits. Radial drawings are one of well-known drawing conventions in social network analysis and visualization, in
particular, displaying centrality indices of actors (Wasserman and Faust, Social Network Analysis: Methods and Applications. Cambridge University Press, Cambridge,
1994). The main problem in this paper is called the one-sided radial crossing minimization, if the positions of vertices in the outer orbit are fixed. The problem is known to be NP-hard (Bachmaier, IEEE Trans. Vis.
Comput. Graph. 13, 583–594, 2007), and a number of heuristics are available (Bachmaier, IEEE Trans. Vis. Comput. Graph. 13, 583–594, 2007). However, there is no approximation algorithm for the crossing minimization problem in radial drawings. We present the first polynomial time constant-factor approximation algorithm for the one-sided radial crossing minimization problem. 相似文献
3.
4.
Given an undirected graph G with edge costs and a specified set of terminals, let the density of any subgraph be the ratio of its cost to the number of terminals it contains. If G is 2-connected, does it contain smaller 2-connected subgraphs of density comparable to that of?G? We answer this question in the affirmative by giving an algorithm to pruneG and find such subgraphs of any desired size, incurring only a logarithmic factor increase in density (plus a small additive term). We apply our pruning techniques to give algorithms for two NP-Hard problems on finding large 2-vertex-connected subgraphs of low cost; no previous approximation algorithm was known for either problem. In the k-2VC problem, we are given an undirected graph G with edge costs and an integer k; the goal is to find a minimum-cost 2-vertex-connected subgraph of G containing at least k vertices. In the Budget-2VC problem, we are given a graph G with edge costs, and a budget B; the goal is to find a 2-vertex-connected subgraph H of G with total edge cost at most B that maximizes the number of vertices in H. We describe an O(log?nlog?k) approximation for the k-2VC problem, and a bicriteria approximation for the Budget-2VC problem that gives an $O(\frac{1}{\epsilon}\log^{2} n)$ approximation, while violating the budget by a factor of at most 2+ε. 相似文献
5.
The isomorphism problem for planar graphs is known to be efficiently solvable. For planar 3-connected graphs, the isomorphism
problem can be solved by efficient parallel algorithms, it is in the class AC
1. In this paper we improve the upper bound for planar 3-connected graphs to unambiguous logspace, in fact to UL∩coUL. As a consequence of our method we get that the isomorphism problem for oriented graphs is in NL. We also show that the problems are hard for L. 相似文献
6.
Layout symmetry is an important and desired feature in graph drawing. While there is a substantial body of work in computer vision around the detection and measurement of symmetry in images, there has been little effort to define and validate meaningful measures of the symmetry of graph drawings. In this paper, we evaluate two algorithms that have been proposed for measuring graph drawing symmetry, comparing their judgments to those of human subjects, and investigating the use of stress as an alternative measure of symmetry. We discuss advantages and disadvantages of these measures, possible ways to improve them, and implications for the design of algorithms that optimize the symmetry in the layout. 相似文献
7.
We show three linear-time algorithms for constructing planar straight-line grid drawings of outerplanar graphs. The first and the second algorithm are for balanced outerplanar graphs. Both require linear area. The drawings produced by the first algorithm are not outerplanar while those produced by the second algorithm are. On the other hand, the first algorithm constructs drawings with better angular resolution. The third algorithm constructs outerplanar drawings of general outerplanar graphs with O(n 1.48) area. Further, we study the interplay between the area requirements of the drawings of an outerplanar graph and the area requirements of a special class of drawings of its dual tree. Work partially supported by MUR under Project MAINSTREAM Algorithms for Massive Information Structures and Data Streams. 相似文献
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9.
Most of the work that appears in the two-dimensional orthogonal graph drawing literature deals with graphs whose maximum degree is four. In this paper we present an algorithm for orthogonal drawings of simple graphs with degree higher than four. Vertices are represented by rectangular boxes of perimeter less than twice the degree of the vertex. Our algorithm is based on creating groups / pairs of vertices of the graph. The orthogonal drawings produced by our algorithm have area at most (m-1) ( m / 2 +2) . Two important properties of our algorithm are that the drawings exhibit a small total number of bends (less than m ), and that there is at most one bend per edge. Received January 15, 1997; revised February 1, 1998. 相似文献
10.
Doron Nussbaum Shuye Pu J?rg-Rüdiger Sack Takeaki Uno Hamid Zarrabi-Zadeh 《Algorithmica》2012,64(2):311-325
A bipartite graph G=(A,B,E) is convex on B if there exists an ordering of the vertices of B such that for any vertex v??A, vertices adjacent to v are consecutive in?B. A complete bipartite subgraph of a graph G is called a biclique of G. Motivated by an application to analyzing DNA microarray data, we study the problem of finding maximum edge bicliques in convex bipartite graphs. Given a bipartite graph G=(A,B,E) which is convex on B, we present a new algorithm that computes a maximum edge biclique of G in O(nlog?3 nlog?log?n) time and O(n) space, where n=|A|. This improves the current O(n 2) time bound available for the problem. We also show that for two special subclasses of convex bipartite graphs, namely for biconvex graphs and bipartite permutation graphs, a maximum edge biclique can be computed in O(n??(n)) and O(n) time, respectively, where n=min?(|A|,|B|) and ??(n) is the slowly growing inverse of the Ackermann function. 相似文献
11.
A bipartite graph G=(V,W,E) is convex if there exists an ordering of the vertices of W such that, for each v∈V, the neighbors of v are consecutive in W. We describe both a sequential and a BSP/CGM algorithm to find a maximum independent set in a convex bipartite graph. The
sequential algorithm improves over the running time of the previously known algorithm and the BSP/CGM algorithm is a parallel
version of the sequential one. The complexity of the algorithms does not depend on |W|.
This work was supported by FAPESP (Proc. 98/06327-0). The first author was also supported by FAPESP (Proc. 96/04505–2), and
CNPq/MCT/FINEP (PRONEX project 107/97). 相似文献
12.
袁庆萍 《数字社区&智能家居》2007,3(14):550-552
随着AutoCAD等软件的出现和广泛使用,建筑设计人员已经越来越多的使用计算机来设计建筑工程图.但是后期的计算、放样等过程还依赖于人工读图,效率低下.于是建筑工程图的三维重建技术成为我们研究的主要内容.我们对建筑图三维重建方面做了一些研究和探讨.主要有以下内容:采用了分步骤、分层次的自动识别方法,高效的建立构件间的全局关系;分析了国内平面表达法建筑制图新标准中仍存在的建筑物三维信息描述的分散性和多样性,采用工程图的信息提取和整合方法,完成了整体三维重建. 相似文献
13.
Schnyder woods are decompositions of simple triangulations into three edge-disjoint spanning trees crossing each other in a specific way. In this article, we generalize the definition of Schnyder woods to d-angulations (plane graphs with faces of degree d) for all d≥3. A Schnyder decomposition is a set of d spanning forests crossing each other in a specific way, and such that each internal edge is part of exactly d?2 of the spanning forests. We show that a Schnyder decomposition exists if and only if the girth of the d-angulation is d. As in the case of Schnyder woods (d=3), there are alternative formulations in terms of orientations (“fractional” orientations when d≥5) and in terms of corner-labellings. Moreover, the set of Schnyder decompositions of a fixed d-angulation of girth d has a natural structure of distributive lattice. We also study the dual of Schnyder decompositions which are defined on d-regular plane graphs of mincut d with a distinguished vertex v ?: these are sets of d spanning trees rooted at v ? crossing each other in a specific way and such that each edge not incident to v ? is used by two trees in opposite directions. Additionally, for even values of d, we show that a subclass of Schnyder decompositions, which are called even, enjoy additional properties that yield a reduced formulation; in the case d=4, these correspond to well-studied structures on simple quadrangulations (2-orientations and partitions into 2 spanning trees). In the case d=4, we obtain straight-line and orthogonal planar drawing algorithms by using the dual of even Schnyder decompositions. For a 4-regular plane graph G of mincut 4 with a distinguished vertex v ? and n?1 other vertices, our algorithms places the vertices of Gv ? on a (n?2)×(n?2) grid according to a permutation pattern, and in the orthogonal drawing each of the 2n?4 edges of Gv ? has exactly one bend. The vertex v ? can be embedded at the cost of 3 additional rows and columns, and 8 additional bends. We also describe a further compaction step for the drawing algorithms and show that the obtained grid-size is strongly concentrated around 25n/32×25n/32 for a uniformly random instance with n vertices. 相似文献
14.
A star-shaped drawing of a graph is a straight-line drawing such that each inner facial cycle is drawn as a star-shaped polygon, and the outer facial cycle is drawn as a convex polygon. In this paper, we consider the problem of finding a star-shaped drawing of a biconnected planar graph with the minimum number of concave corners. We first show new structural properties of planar graphs to derive a lower bound on the number of concave corners. Based on the lower bound, we prove that the problem can be solved in linear time by presenting a linear-time algorithm for finding a best plane embedding of a biconnected planar graph with the minimum number of concave corners. This is in spite of the fact that a biconnected planar graph may have an exponential number of different plane embeddings. 相似文献
15.
Computing the convex hull of a set of points is a fundamental operation in many research fields, including geometric computing, computer graphics, computer vision, robotics, and so forth. This problem is particularly challenging when the number of points goes beyond some millions. In this article, we describe a very fast algorithm that copes with millions of points in a short period of time without using any kind of parallel computing. This has been made possible because the algorithm reduces to a sorting problem of the input point set, what dramatically minimizes the geometric computations (e.g., angles, distances, and so forth) that are typical in other algorithms. When compared with popular convex hull algorithms (namely, Graham’s scan, Andrew’s monotone chain, Jarvis’ gift wrapping, Chan’s, and Quickhull), our algorithm is capable of generating the convex hull of a point set in the plane much faster than those five algorithms without penalties in memory space. 相似文献
16.
Machine Intelligence Research - This paper proposes second-order distributed algorithms over multi-agent networks to solve the convex optimization problem by utilizing the gradient tracking... 相似文献
17.
CAD中确定平面凸多边形支撑线的一个实用算法 总被引:1,自引:0,他引:1
在CAD中,快速有效地确定凸多边形的支撑线将直接影响到凸壳动态维持的效率。本文给出一种确定凸多边形形支撑线的有效算法,并利用折半查找技术对其进行了改进,使之具有更快的速度 相似文献
18.
Automation and Remote Control - The paper considers the problem of constructing a convex subset of the largest area in a nonconvex compact set on the plane as well as the problem of constructing a... 相似文献
19.
Producing traditional animation is a laborious task where the key drawings are first drawn by artists and thereafter inbetween drawings are created, whether it is by hand or computer‐assisted. Auto‐inbetweening of these 2D key drawings by computer is a non‐trivial task as 3D depths are missing. An alternate approach is to generate all the drawings by extracting lines directly from animated 3D models frame by frame, concatenating and rendering them together into an animation. However, animation quality generated using this straightforward method bears two problems. Firstly, the animation contains unsatisfactory visual artifacts such as line flickering and popping. This is especially pronounced when the lines are extracted using high‐order derivatives, such as ridges and valleys, from 3D models represented in triangle meshes. Secondly, there is a lack of temporal continuity as each drawing is generated without taking its neighboring drawings into consideration. In this paper, we propose an improved approach over the straightforward method by transferring extracted 3D line drawings of each frame into individual 3D lines and processing them along the time domain. Our objective is to minimize the visual artifacts and incorporate temporal relationship of individual lines throughout the entire animation sequence. This is achieved by creating correspondent trajectory of each line from each frame and applying global optimization on each trajectory. To realize this target, we present a fully automatic novel approach, which consists of (1) a line matching algorithm, (2) an optimizing algorithm, taking into account both the variations of numbers and lengths of 3D lines in each frame, and (3) a robust tracing method for transferring collections of line segments extracted from the 3D models into individual lines. We evaluate our approach on several animated model sequences to demonstrate its effectiveness in producing line drawing animations with temporal coherence. 相似文献
20.
Lukasz Kowalik 《Algorithmica》2010,58(3):770-789
Although deciding whether the vertices of a planar graph can be colored with three colors is NP-hard, the widely known Grötzsch’s theorem states that every triangle-free planar graph is 3-colorable. We show the first o(n 2) algorithm for 3-coloring vertices of triangle-free planar graphs. The time complexity of the algorithm is $\mathcal{O}(n\log n)Although deciding whether the vertices of a planar graph can be colored with three colors is NP-hard, the widely known Gr?tzsch’s
theorem states that every triangle-free planar graph is 3-colorable. We show the first o(n
2) algorithm for 3-coloring vertices of triangle-free planar graphs. The time complexity of the algorithm is
O(nlogn)\mathcal{O}(n\log n)
. 相似文献