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Splitting a Delaunay triangulation in linear time
 Algorithmica
"... Computing the Delaunay triangulation of n points is well known to have an Ω(n log n) lower bound. Researchers have attempted to break that bound in special cases where additional information is known. The Delaunay triangulation of the vertices of a convex polygon is such ..."
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Cited by 15 (3 self)
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Computing the Delaunay triangulation of n points is well known to have an Ω(n log n) lower bound. Researchers have attempted to break that bound in special cases where additional information is known. The Delaunay triangulation of the vertices of a convex polygon is such
Computing Hereditary Convex Structures
 SCG'09
, 2009
"... Color red and blue the n vertices of a convex polytope P in R³. Can we compute the convex hull of each color class in o(n log n)? What if we have χ> 2 colors? What if the colors are random? Consider an arbitrary query halfspace and call the vertices of P inside it blue: can the convex hull of the ..."
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Cited by 9 (6 self)
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Color red and blue the n vertices of a convex polytope P in R³. Can we compute the convex hull of each color class in o(n log n)? What if we have χ> 2 colors? What if the colors are random? Consider an arbitrary query halfspace and call the vertices of P inside it blue: can the convex hull of the blue points be computed in time linear in their number? More generally, can we quickly compute the blue hull without looking at the whole polytope? This paper considers several instances of hereditary computation and provides new results for them. In particular, we resolve an eightyear old open problem by showing how to split a convex polytope in linear expected time.
Spacetime Meshing for Discontinuous Galerkin Methods
 Department of Computer Science, University of Illinois at UrbanaChampaign
, 2005
"... Important applications in science and engineering, such as modeling traffic flow, seismic waves, electromagnetics, and the simulation of mechanical stresses in materials, require the highfidelity numerical solution of hyperbolic partial differential equations (PDEs) in space and time variables. Man ..."
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Cited by 5 (2 self)
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Important applications in science and engineering, such as modeling traffic flow, seismic waves, electromagnetics, and the simulation of mechanical stresses in materials, require the highfidelity numerical solution of hyperbolic partial differential equations (PDEs) in space and time variables. Many interesting physical problems involve nonlinear and anisotropic behavior, and the PDEs modeling them exhibit discontinuities in their solutions. Spacetime discontinuous Galerkin (SDG) finite element methods are used to solve such PDEs arising from wave propagation phenomena. To support an accurate and efficient solution procedure using SDG methods and to exploit the flexibility of these methods, we give a meshing algorithm to construct an unstructured simplicial spacetime mesh over an arbitrary simplicial space domain. Our algorithm is the first spacetime meshing algorithm suitable for efficient solution of nonlinear phenomena in anisotropic media using novel discontinuous Galerkin finite element methods for implicit solutions directly in spacetime. Given a triangulated ddimensional Euclidean space domain M (a simplicial complex) and initial conditions of the underlying hyperbolic spacetime PDE, we construct an unstructured simplicial mesh of the (d + 1)dimensional spacetime domain M × [0,∞). Our algorithm uses a nearoptimal number of spacetime elements, each with bounded temporal aspect ratio for any finite prefix M × [0,T] of spacetime. Unlike Delaunay meshes, the facets of our mesh satisfy gradient constraints that allow interleaving the construction of the mesh by adding new space
Triangulating and guarding realistic polygons
 Proc. 20 th Canadian Conference on Computational Geometry
, 2008
"... We propose a new model of realistic input: kguardable objects. An object is kguardable if its boundary can be seen by k guards in the interior of the object. In this abstract, we describe a simple algorithm for triangulating kguardable polygons. Our algorithm, which is easily implementable, takes ..."
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We propose a new model of realistic input: kguardable objects. An object is kguardable if its boundary can be seen by k guards in the interior of the object. In this abstract, we describe a simple algorithm for triangulating kguardable polygons. Our algorithm, which is easily implementable, takes linear time assuming that k is constant. 1
PHYSICALLYBASED VISUALIZATION OF RESIDENTIAL BUILDING DAMAGE PROCESS IN HURRICANE
"... This research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses ..."
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This research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses Quick Collision Response Calculation. This is an iterative method, which can tune the accuracy and the performance to calculate collision response between building components. Secondly, the damage process is designed as a Timescalable Process. By attaching a damage time tag for each building component, the visualization process is treated as a geometry animation allowing users to navigate in the visualization. The detached building components move in response to the wind force that is calculated using qualitative rather than quantitative techniques. The results are acceptable for instructional systems but not for engineering analysis. Quick Damage Prediction is achieved by using a database query instead of using a MonteCarlo simulation. The database is based on HAZUS ® engineering analysis data which gives it validity. A reasoning mechanism based on the definition of the overall building damage in HAZUS ® is used to determine the damage state of selected building components
RealTime Volumetric Rendering of Fire in a Production System: Feasability Study
, 2007
"... iii This is dedicated to Kristy, Jack and Parker, Who helped to keep the fire burning. iv AKNOWLEDGMENTS I would like to acknowledge the mathematical and computer science faculty of IUSB for their support and interest to my thesis. In particular, I would like to thank Dr. Dana Vrajitoru for giving m ..."
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iii This is dedicated to Kristy, Jack and Parker, Who helped to keep the fire burning. iv AKNOWLEDGMENTS I would like to acknowledge the mathematical and computer science faculty of IUSB for their support and interest to my thesis. In particular, I would like to thank Dr. Dana Vrajitoru for giving me direction and encouragement, defining the end goal of this research and generally helping through difficult parts of this thesis. I would like to thank Dr. Zhong Guan for stimulating conversations and helping me understand that big things can come from PRNs. I would also like to thank Dr. Michael Schesssele for reviewing this thesis from start to finish and ensuring its quality. v “…Has your child ever set a fire on purpose? Does your child show extreme curiosity about
LowEntropy Computational Geometry
, 2010
"... The worstcase model for algorithm design does not always reflect the real world: inputs may have additional structure to be exploited, and sometimes data can be imprecise or become available only gradually. To better understand these situations, we examine several scenarios where additional informa ..."
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The worstcase model for algorithm design does not always reflect the real world: inputs may have additional structure to be exploited, and sometimes data can be imprecise or become available only gradually. To better understand these situations, we examine several scenarios where additional information can affect the design and analysis of geometric algorithms. First, we consider hereditary convex hulls: given a threedimensional convex polytope and a twocoloring of its vertices, we can find the individual monochromatic polytopes in linear expected time. This can be generalized in many ways, eg, to more than two colors, and to the offlineproblem where we wish to preprocess a polytope so that any large enough subpolytope can be found quickly. Our techniques can also be used to give a simple analysis of the selfimproving algorithm for planar Delaunay triangulations by Clarkson and Seshadhri [58]. Next, we assume that the point coordinates have a bounded number of bits, and that we can do standard bit manipulations in constant time. Then Delaunay triangulations can be found in expected time O(n √ log log n). Our result is based on a new connection between quadtrees and Delaunay triangulations, which also lets us generalize a recent result by Löffler and Snoeyink about Delaunay triangulations for imprecise points [110]. Finally, we consider randomized incremental constructions when the input permutation is generated by a boundeddegree Markov chain, and show that the resulting running time is almost optimal for chains with a constant eigenvalue gap.
Linear Time Triangulation of Simple Polygons
, 2009
"... From the early days of computational geometry, practitioners have looked for faster ways to triangulate a simple polygon. Several nearlinear time algorithms have been devised and implemented. However, the true linear time algorithms of Chazelle and Amato et al. are considered impractical for actual ..."
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From the early days of computational geometry, practitioners have looked for faster ways to triangulate a simple polygon. Several nearlinear time algorithms have been devised and implemented. However, the true linear time algorithms of Chazelle and Amato et al. are considered impractical for actual use despite their faster asymptotic running time. In this paper, I examine the latter of these in detail and attempt to implement it. 1
An Implementation of a NearLinear Polygon Triangulation Algorithm for General Polygons
"... In 1991 Seidel found a practical algorithm for triangulating simple polygons with an expected running time of O(n log * n). This paper describes an implementation of his routine, and shows how the theoretical time bound compares to the experimental. Several generalizations and optimizations of his r ..."
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In 1991 Seidel found a practical algorithm for triangulating simple polygons with an expected running time of O(n log * n). This paper describes an implementation of his routine, and shows how the theoretical time bound compares to the experimental. Several generalizations and optimizations of his routine are discussed, and the final result is an algorithm that can triangulate any set of overlapping and selfintersecting polygons and lines in the plane with nearlinear expected running time. The implementation is completed with a set of functions that will graphically display any step of the algorithm. 1
paper
, 2007
"... We study how to implement trapezoidation in linear time using algorithms outlined in the ..."
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We study how to implement trapezoidation in linear time using algorithms outlined in the