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Using Generic Programming for Designing a Data Structure for Polyhedral Surfaces
 Comput. Geom. Theory Appl
, 1999
"... Appeared in Computational Geometry  Theory and Applications 13, 1999, 6590. Software design solutions are presented for combinatorial data structures, such as polyhedral surfaces and planar maps, tailored for program libraries in computational geometry. Design issues considered are flexibility, ..."
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Cited by 46 (5 self)
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Appeared in Computational Geometry  Theory and Applications 13, 1999, 6590. Software design solutions are presented for combinatorial data structures, such as polyhedral surfaces and planar maps, tailored for program libraries in computational geometry. Design issues considered are flexibility, time and space efficiency, and easeofuse. We focus on topological aspects of polyhedral surfaces and evaluate edgebased representations with respect to our design goals. A design for polyhedral surfaces in a halfedge data structure is developed following the generic programming paradigm known from the Standard Template Library STL for C++. Connections are shown to planar maps and facebased structures. Key words: Library design; Generic programming; Combinatorial data structure; Polyhedral surface; Halfedge data structure 1 Introduction Combinatorial structures, such as planar maps, are fundamental in computational geometry. In order to be useful in practice, a solid library for compu...
Experimental Analysis of Dynamic Algorithms for the Single Source Shortest Path Problem
 ACM Jounal of Experimental Algorithmics
, 1997
"... In this paper we propose the first experimental study of the fully dynamic single source shortest paths problem on directed graphs with positive real edge weights. In particular, we perform an experimental analysis of three different algorithms: Dijkstra's algorithm, and the two output bound ..."
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Cited by 19 (2 self)
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In this paper we propose the first experimental study of the fully dynamic single source shortest paths problem on directed graphs with positive real edge weights. In particular, we perform an experimental analysis of three different algorithms: Dijkstra's algorithm, and the two output bounded algorithms proposed by Ramalingam and Reps in [31] and by Frigioni, MarchettiSpaccamela and Nanni in [18], respectively. The main goal of this paper is to provide a first experimental evidence for: (a) the effectiveness of dynamic algorithms for shortest paths with respect to a traditional static approach to this problem; (b) the validity of the theoretical model of output boundedness to analyze dynamic graph algorithms. Beside random generated graphs, useful to capture the "asymptotic" behavior of algorithms, we also develope experiments by considering a widely used graph from the real world, i.e., the Internet graph. Work partially supported by the ESPRIT Long Term Research Project...
A Robust and Efficient Implementation of a Sweep Line Algorithm for the Straight Line Segment Intersection Problem
 IN PROC. WORKSHOP ON ALGORITHM ENGINEERING
, 1997
"... We describe a robust and efficient implementation of the BentleyOttmann sweep line algorithm [1] based on the LEDA platform of combinatorial and geometric computing [9, 8]. The program computes the planar graph G induced by a set S of straight line segments. The nodes of G are all endpoints and all ..."
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Cited by 5 (0 self)
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We describe a robust and efficient implementation of the BentleyOttmann sweep line algorithm [1] based on the LEDA platform of combinatorial and geometric computing [9, 8]. The program computes the planar graph G induced by a set S of straight line segments. The nodes of G are all endpoints and all proper intersection points of segments in S. The edges of G are the maximal relatively open subsegments of segments in S that contain no node of G. The algorithm runs in time O((n + s) log n) where n is the number of segments and s is the size of the graph G. The implementation makes use of the basic geometric types rat point and rat segment of LEDA. These types realize twodimensional points and segments with rational coordinates; they use exact arithmetic for the realization of all geometric primitives. The overhead of exact arithmetic is reduced by means of a floating point filter (cf. [4, 7]). The source of the full paper including the complete C++code is available from http://www.info...