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Jeff Erickson

Publications and source records attributed to Jeff Erickson.

At least 37 records · Page 2Linked to original sources

Detecting Weakly Simple Polygons

A closed curve in the plane is weakly simple if it is the limit (in the Fréchet metric) of a sequence of simple closed curves. We describe an algorithm to determine whether a closed walk of length n in a simple plane graph is weakly simple in O(n log n) time, improving an earlier O(n^3)-time algorithm of Cortese et al. [Discrete Math. 2009]. As an immediate corollary, we obtain the first efficient algorithm to determine whether an arbitrary n-vertex polygon is weakly simple; our algorithm runs in O(n^2 log n) time. We also describe algorithms that detect weak simplicity in O(n log n) time for two interesting classes of polygons. Finally, we discuss subtle errors in several previously published definitions of weak simplicity.

cs.CG↗

Multiple-Source Shortest Paths in Embedded Graphs

Let G be a directed graph with n vertices and non-negative weights in its directed edges, embedded on a surface of genus g, and let f be an arbitrary face of G. We describe a randomized algorithm to preprocess the graph in O(gn log n) time with high probability, so that the shortest-path distance from any vertex on the boundary of f to any other vertex in G can be retrieved in O(log n) time. Our result directly generalizes the O(n log n)-time algorithm of Klein [SODA 2005] for multiple-source shortest paths in planar graphs. Intuitively, our preprocessing algorithm maintains a shortest-path tree as its source point moves continuously around the boundary of f. As an application of our algorithm, we describe algorithms to compute a shortest non-contractible or non-separating cycle in embedded, undirected graphs in O(g^2 n log n) time with high probability. Our high-probability time bounds hold in the worst-case for generic edge weights, or with an additional O(log n) factor for arbitrary edge weights.

cs.DS↗

A near-optimal approximation algorithm for Asymmetric TSP on embedded graphs

We present a near-optimal polynomial-time approximation algorithm for the asymmetric traveling salesman problem for graphs of bounded orientable or non-orientable genus. Our algorithm achieves an approximation factor of O(f(g)) on graphs with genus g, where f(n) is the best approximation factor achievable in polynomial time on arbitrary n-vertex graphs. In particular, the O(log(n)/loglog(n))-approximation algorithm for general graphs by Asadpour et al. [SODA 2010] immediately implies an O(log(g)/loglog(g))-approximation algorithm for genus-g graphs. Our result improves the O(sqrt(g)*log(g))-approximation algorithm of Oveis Gharan and Saberi [SODA 2011], which applies only to graphs with orientable genus g; ours is the first approximation algorithm for graphs with bounded non-orientable genus. Moreover, using recent progress on approximating the genus of a graph, our O(log(g) / loglog(g))-approximation can be implemented even without an embedding when the input graph has bounded degree. In contrast, the O(sqrt(g)*log(g))-approximation algorithm of Oveis Gharan and Saberi requires a genus-g embedding as part of the input. Finally, our techniques lead to a O(1)-approximation algorithm for ATSP on graphs of genus g, with running time 2^O(g)*n^O(1).

cs.DS↗

Necklaces, Convolutions, and X+Y

We give subquadratic algorithms that, given two necklaces each with n beads at arbitrary positions, compute the optimal rotation of the necklaces to best align the beads. Here alignment is measured according to the p norm of the vector of distances between pairs of beads from opposite necklaces in the best perfect matching. We show surprisingly different results for p = 1, p even, and p = \infty. For p even, we reduce the problem to standard convolution, while for p = \infty and p = 1, we reduce the problem to (min, +) convolution and (median, +) convolution. Then we solve the latter two convolution problems in subquadratic time, which are interesting results in their own right. These results shed some light on the classic sorting X + Y problem, because the convolutions can be viewed as computing order statistics on the antidiagonals of the X + Y matrix. All of our algorithms run in o(n^2) time, whereas the obvious algorithms for these problems run in Θ(n^2) time.

cs.DS↗

Rips Complexes of Planar Point Sets

Fix a finite set of points in Euclidean $n$-space $\euc^n$, thought of as a point-cloud sampling of a certain domain $D\subset\euc^n$. The Rips complex is a combinatorial simplicial complex based on proximity of neighbors that serves as an easily-computed but high-dimensional approximation to the homotopy type of $D$. There is a natural ``shadow'' projection map from the Rips complex to $\euc^n$ that has as its image a more accurate $n$-dimensional approximation to the homotopy type of $D$. We demonstrate that this projection map is 1-connected for the planar case $n=2$. That is, for planar domains, the Rips complex accurately captures connectivity and fundamental group data. This implies that the fundamental group of a Rips complex for a planar point set is a free group. We show that, in contrast, introducing even a small amount of uncertainty in proximity detection leads to `quasi'-Rips complexes with nearly arbitrary fundamental groups. This topological noise can be mitigated by examining a pair of quasi-Rips complexes and using ideas from persistent topology. Finally, we show that the projection map does not preserve higher-order topological data for planar sets, nor does it preserve fundamental group data for point sets in dimension larger than three.

math.GT↗

Minimum-Cost Coverage of Point Sets by Disks

We consider a class of geometric facility location problems in which the goal is to determine a set X of disks given by their centers (t_j) and radii (r_j) that cover a given set of demand points Y in the plane at the smallest possible cost. We consider cost functions of the form sum_j f(r_j), where f(r)=r^alpha is the cost of transmission to radius r. Special cases arise for alpha=1 (sum of radii) and alpha=2 (total area); power consumption models in wireless network design often use an exponent alpha>2. Different scenarios arise according to possible restrictions on the transmission centers t_j, which may be constrained to belong to a given discrete set or to lie on a line, etc. We obtain several new results, including (a) exact and approximation algorithms for selecting transmission points t_j on a given line in order to cover demand points Y in the plane; (b) approximation algorithms (and an algebraic intractability result) for selecting an optimal line on which to place transmission points to cover Y; (c) a proof of NP-hardness for a discrete set of transmission points in the plane and any fixed alpha>1; and (d) a polynomial-time approximation scheme for the problem of computing a minimum cost covering tour (MCCT), in which the total cost is a linear combination of the transmission cost for the set of disks and the length of a tour/path that connects the centers of the disks.

cs.DS↗

Distance-2 Edge Coloring is NP-Complete

We prove that it is NP-complete to determine whether there exists a distance-2 edge coloring (strong edge coloring) with 5 colors of a bipartite 2-inductive graph with girth 6 and maximum degree 3.

cs.DM↗

Dense point sets have sparse Delaunay triangulations

The spread of a finite set of points is the ratio between the longest and shortest pairwise distances. We prove that the Delaunay triangulation of any set of n points in R^3 with spread D has complexity O(D^3). This bound is tight in the worst case for all D = O(sqrt{n}). In particular, the Delaunay triangulation of any dense point set has linear complexity. We also generalize this upper bound to regular triangulations of k-ply systems of balls, unions of several dense point sets, and uniform samples of smooth surfaces. On the other hand, for any n and D=O(n), we construct a regular triangulation of complexity Omega(nD) whose n vertices have spread D.

cs.CG↗

Flipping Cubical Meshes

We define and examine flip operations for quadrilateral and hexahedral meshes, similar to the flipping transformations previously used in triangular and tetrahedral mesh generation.

cs.CG↗

Optimally cutting a surface into a disk

We consider the problem of cutting a set of edges on a polyhedral manifold surface, possibly with boundary, to obtain a single topological disk, minimizing either the total number of cut edges or their total length. We show that this problem is NP-hard, even for manifolds without boundary and for punctured spheres. We also describe an algorithm with running time n^{O(g+k)}, where n is the combinatorial complexity, g is the genus, and k is the number of boundary components of the input surface. Finally, we describe a greedy algorithm that outputs a O(log^2 g)-approximation of the minimum cut graph in O(g^2 n log n) time.

cs.CG↗

Building Space-Time Meshes over Arbitrary Spatial Domains

We present an algorithm to construct meshes suitable for space-time discontinuous Galerkin finite-element methods. Our method generalizes and improves the `Tent Pitcher' algorithm of Üngör and Sheffer. Given an arbitrary simplicially meshed domain M of any dimension and a time interval [0,T], our algorithm builds a simplicial mesh of the space-time domain Mx[0,T], in constant time per element. Our algorithm avoids the limitations of previous methods by carefully adapting the durations of space-time elements to the local quality and feature size of the underlying space mesh.

cs.CG↗

Preprocessing Chains for Fast Dihedral Rotations Is Hard or Even Impossible

We examine a computational geometric problem concerning the structure of polymers. We model a polymer as a polygonal chain in three dimensions. Each edge splits the polymer into two subchains, and a dihedral rotation rotates one of these chains rigidly about this edge. The problem is to determine, given a chain, an edge, and an angle of rotation, if the motion can be performed without causing the chain to self-intersect. An Omega(n log n) lower bound on the time complexity of this problem is known. We prove that preprocessing a chain of n edges and answering n dihedral rotation queries is 3SUM-hard, giving strong evidence that solving n queries requires Omega(n^2) time in the worst case. For dynamic queries, which also modify the chain if the requested dihedral rotation is feasible, we show that answering n queries is by itself 3SUM-hard, suggesting that sublinear query time is impossible after any amount of preprocessing.

cs.CG↗

Vertex-Unfoldings of Simplicial Manifolds

We present an algorithm to unfold any triangulated 2-manifold (in particular, any simplicial polyhedron) into a non-overlapping, connected planar layout in linear time. The manifold is cut only along its edges. The resulting layout is connected, but it may have a disconnected interior; the triangles are connected at vertices, but not necessarily joined along edges. We extend our algorithm to establish a similar result for simplicial manifolds of arbitrary dimension.

cs.CG↗

Vertex-Unfoldings of Simplicial Polyhedra

We present two algorithms for unfolding the surface of any polyhedron, all of whose faces are triangles, to a nonoverlapping, connected planar layout. The surface is cut only along polyhedron edges. The layout is connected, but it may have a disconnected interior: the triangles are connected at vertices, but not necessarily joined along edges.

cs.CG↗

Arbitrarily Large Neighborly Families of Congruent Symmetric Convex 3-Polytopes

We construct, for any positive integer n, a family of n congruent convex polyhedra in R^3, such that every pair intersects in a common facet. Previously, the largest such family contained only eight polytopes. Our polyhedra are Voronoi regions of evenly distributed points on the helix (t, cos t, sin t). With a simple modification, we can ensure that each polyhedron in the family has a point, a line, and a plane of symmetry. We also generalize our construction to higher dimensions and introduce a new family of cyclic polytopes.

math.CO↗

Nice point sets can have nasty Delaunay triangulations

We consider the complexity of Delaunay triangulations of sets of points in R^3 under certain practical geometric constraints. The spread of a set of points is the ratio between the longest and shortest pairwise distances. We show that in the worst case, the Delaunay triangulation of n points in R^3 with spread D has complexity Omega(min{D^3, nD, n^2}) and O(min{D^4, n^2}). For the case D = Theta(sqrt{n}), our lower bound construction consists of a uniform sample of a smooth convex surface with bounded curvature. We also construct a family of smooth connected surfaces such that the Delaunay triangulation of any good point sample has near-quadratic complexity.

cs.CG↗

Flipturning polygons

A flipturn is an operation that transforms a nonconvex simple polygon into another simple polygon, by rotating a concavity 180 degrees around the midpoint of its bounding convex hull edge. Joss and Shannon proved in 1973 that a sequence of flipturns eventually transforms any simple polygon into a convex polygon. This paper describes several new results about such flipturn sequences. We show that any orthogonal polygon is convexified after at most n-5 arbitrary flipturns, or at most 5(n-4)/6 well-chosen flipturns, improving the previously best upper bound of (n-1)!/2. We also show that any simple polygon can be convexified by at most n^2-4n+1 flipturns, generalizing earlier results of Ahn et al. These bounds depend critically on how degenerate cases are handled; we carefully explore several possibilities. We describe how to maintain both a simple polygon and its convex hull in O(log^4 n) time per flipturn, using a data structure of size O(n). We show that although flipturn sequences for the same polygon can have very different lengths, the shape and position of the final convex polygon is the same for all sequences and can be computed in O(n log n) time. Finally, we demonstrate that finding the longest convexifying flipturn sequence of a simple polygon is NP-hard.

cs.CG↗

Finite-resolution hidden surface removal

We propose a hybrid image-space/object-space solution to the classical hidden surface removal problem: Given n disjoint triangles in Real^3 and p sample points (``pixels'') in the xy-plane, determine the first triangle directly behind each pixel. Our algorithm constructs the sampled visibility map of the triangles with respect to the pixels, which is the subset of the trapezoids in a trapezoidal decomposition of the analytic visibility map that contain at least one pixel. The sampled visibility map adapts to local changes in image complexity, and its complexity is bounded both by the number of pixels and by the complexity of the analytic visibility map. Our algorithm runs in time O(n^{1+e} + n^{2/3+e}t^{2/3} + p), where t is the output size and e is any positive constant. This is nearly optimal in the worst case and compares favorably with the best output-sensitive algorithms for both ray casting and analytic hidden surface removal. In the special case where the pixels form a regular grid, a sweepline variant of our algorithm runs in time O(n^{1+e} + n^{2/3+e}t^{2/3} + t log p), which is usually sublinear in the number of pixels.

cs.CG↗