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Random Sampling, Halfspace Range Reporting, and Construction of (≤k)-Levels in Three Dimensions
- SIAM J. COMPUT
, 1999
"... Given n points in three dimensions, we show how to answer halfspace range reporting queries in O(logn+k) expected time for an output size k. Our data structure can be preprocessed in optimal O(n log n) expected time. We apply this result to obtain the first optimal randomized algorithm for the co ..."
Abstract
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Cited by 29 (6 self)
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Given n points in three dimensions, we show how to answer halfspace range reporting queries in O(logn+k) expected time for an output size k. Our data structure can be preprocessed in optimal O(n log n) expected time. We apply this result to obtain the first optimal randomized algorithm for the construction of the ( k)-level in an arrangement of n planes in three dimensions. The algorithm runs in O(n log n+nk²) expected time. Our techniques are based on random sampling. Applications in two dimensions include an improved data structure for "k nearest neighbors" queries, and an algorithm that constructs the order-k Voronoi diagram in O(n log n + nk log k) expected time.
Finding an optimal path without growing the tree
- 6th Annual European Sym. on Algorithms, Springer LNCS
, 1998
"... For problems on computing an optimal path as well as its length in a certain setting, the “standard” approach for finding an actual optimal path is by building (or “growing”) a single-source optimal path tree. In this paper, we study a class of optimal path problems with the following phenomenon: Th ..."
Abstract
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Cited by 3 (0 self)
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For problems on computing an optimal path as well as its length in a certain setting, the “standard” approach for finding an actual optimal path is by building (or “growing”) a single-source optimal path tree. In this paper, we study a class of optimal path problems with the following phenomenon: The space complexity of the algorithms for reporting the lengths of single-source optimal paths for these problems is asymptotically smaller than the space complexity of the “standard ” treegrowing algorithms for finding actual optimal paths. We present a general and efficient algorithmic paradigm for finding an actual optimal path for such problems without having to grow a singlesource optimal path tree. Our paradigm is based on the “marriage-before-conquer ” strategy, the prune-and-search technique, and a new data structure called clipped trees. The paradigm enables us to compute an actual path for a number of optimal path problems and dynamic programming problems in computational geometry, graph theory, and combinatorial optimization. Our algorithmic
On the Volume and Resolution of 3-Dimensional Convex Graph Drawing (Extended Abstract)
"... We address the problem of drawing a 3-connected planar graph as a convex polyhedron in R³. We give an efficient algorithm for producing such a realization using O(n) volume under the vertex-resolution rule. Each vertex in the drawing resulting from this method is guaranteed to need no more than ..."
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We address the problem of drawing a 3-connected planar graph as a convex polyhedron in R³. We give an efficient algorithm for producing such a realization using O(n) volume under the vertex-resolution rule. Each vertex in the drawing resulting from this method is guaranteed to need no more than O(n log n) bits to represent (as a pair of rational numbers). This solves an open problem of Cohen, Eades, Lin, and Ruskey. We also show that under the angularresolution rule drawing a 3-connected planar graph as a convex polyhedron in R³ requires at least exponential volume in the worst case.

