Computational geometry is a branch of computer science devoted to the study of algorithms which can be stated in terms of geometry. Some purely geometrical problems arise out of the study of computational geometric algorithms, and such problems are also considered to be part of computational geometry. While modern computational geometry is a recent development, it is one of the oldest fields of computing with a history stretching back to antiquity.
Computational complexity is central to computational geometry, with great practical significance if algorithms are used on very large datasets containing tens or hundreds of millions of points. For such sets, the difference between O(n2) and O(n log n) may be the difference between days and seconds of computation.
The main impetus for the development of computational geometry as a discipline was progress in computer graphics and computer-aided design and manufacturing (CAD/CAM), but many problems in computational geometry are classical in nature, and may come from mathematical visualization.
Other important applications of computational geometry include robotics (motion planning and visibility problems), geographic information systems (GIS) (geometrical location and search, route planning), integrated circuit design (IC geometry design and verification), computer-aided engineering (CAE) (mesh generation), and computer vision (3D reconstruction).
The main branches of computational geometry are:
Although most algorithms of computational geometry have been developed (and are being developed) for electronic computers, some algorithms were developed for unconventional computers (e.g. optical computers [3] )
The primary goal of research in combinatorial computational geometry is to develop efficient algorithms and data structures for solving problems stated in terms of basic geometrical objects: points, line segments, polygons, polyhedra, etc.
Some of these problems seem so simple that they were not regarded as problems at all until the advent of computers. Consider, for example, the Closest pair problem :
One could compute the distances between all the pairs of points, of which there are n(n-1)/2, then pick the pair with the smallest distance. This brute-force algorithm takes O(n2) time; i.e. its execution time is proportional to the square of the number of points. A classic result in computational geometry was the formulation of an algorithm that takes O(n log n). Randomized algorithms that take O(n) expected time, [4] as well as a deterministic algorithm that takes O(n log log n) time, [5] have also been discovered.
The core problems in computational geometry may be classified in different ways, according to various criteria. The following general classes may be distinguished.
In the problems of this category, some input is given and the corresponding output needs to be constructed or found. Some fundamental problems of this type are:
The computational complexity for this class of problems is estimated by the time and space (computer memory) required to solve a given problem instance.
In geometric query problems, commonly known as geometric search problems, the input consists of two parts: the search space part and the query part, which varies over the problem instances. The search space typically needs to be preprocessed, in a way that multiple queries can be answered efficiently.
Some fundamental geometric query problems are:
If the search space is fixed, the computational complexity for this class of problems is usually estimated by:
For the case when the search space is allowed to vary, see "Dynamic problems".
Yet another major class is the dynamic problems, in which the goal is to find an efficient algorithm for finding a solution repeatedly after each incremental modification of the input data (addition or deletion input geometric elements). Algorithms for problems of this type typically involve dynamic data structures. Any of the computational geometric problems may be converted into a dynamic one, at the cost of increased processing time. For example, the range searching problem may be converted into the dynamic range searching problem by providing for addition and/or deletion of the points. The dynamic convex hull problem is to keep track of the convex hull, e.g., for the dynamically changing set of points, i.e., while the input points are inserted or deleted.
The computational complexity for this class of problems is estimated by:
Some problems may be treated as belonging to either of the categories, depending on the context. For example, consider the following problem.
In many applications this problem is treated as a single-shot one, i.e., belonging to the first class. For example, in many applications of computer graphics a common problem is to find which area on the screen is clicked by a pointer. However, in some applications, the polygon in question is invariant, while the point represents a query. For example, the input polygon may represent a border of a country and a point is a position of an aircraft, and the problem is to determine whether the aircraft violated the border. Finally, in the previously mentioned example of computer graphics, in CAD applications the changing input data are often stored in dynamic data structures, which may be exploited to speed-up the point-in-polygon queries.
In some contexts of query problems there are reasonable expectations on the sequence of the queries, which may be exploited either for efficient data structures or for tighter computational complexity estimates. For example, in some cases it is important to know the worst case for the total time for the whole sequence of N queries, rather than for a single query. See also "amortized analysis".
This branch is also known as geometric modelling and computer-aided geometric design (CAGD).
Core problems are curve and surface modelling and representation.
The most important instruments here are parametric curves and parametric surfaces, such as Bézier curves, spline curves and surfaces. An important non-parametric approach is the level-set method.
Application areas of computational geometry include shipbuilding, aircraft, and automotive industries.
In mathematics and computational geometry, a Delaunay triangulation for a given set P of discrete points in a general position is a triangulation DT(P) such that no point in P is inside the circumcircle of any triangle in DT(P). Delaunay triangulations maximize the minimum of all the angles of the triangles in the triangulation; they tend to avoid sliver triangles. The triangulation is named after Boris Delaunay for his work on this topic from 1934.
In geometry, the convex hull or convex envelope or convex closure of a shape is the smallest convex set that contains it. The convex hull may be defined either as the intersection of all convex sets containing a given subset of a Euclidean space, or equivalently as the set of all convex combinations of points in the subset. For a bounded subset of the plane, the convex hull may be visualized as the shape enclosed by a rubber band stretched around the subset.
In mathematics, a Voronoi diagram is a partition of a plane into regions close to each of a given set of objects. In the simplest case, these objects are just finitely many points in the plane. For each seed there is a corresponding region, called a Voronoi cell, consisting of all points of the plane closer to that seed than to any other. The Voronoi diagram of a set of points is dual to that set's Delaunay triangulation.
Discrete geometry and combinatorial geometry are branches of geometry that study combinatorial properties and constructive methods of discrete geometric objects. Most questions in discrete geometry involve finite or discrete sets of basic geometric objects, such as points, lines, planes, circles, spheres, polygons, and so forth. The subject focuses on the combinatorial properties of these objects, such as how they intersect one another, or how they may be arranged to cover a larger object.
In computational geometry, polygon triangulation is the partition of a polygonal area P into a set of triangles, i.e., finding a set of triangles with pairwise non-intersecting interiors whose union is P.
A Euclidean minimum spanning tree of a finite set of points in the Euclidean plane or higher-dimensional Euclidean space connects the points by a system of line segments with the points as endpoints, minimizing the total length of the segments. In it, any two points can reach each other along a path through the line segments. It can be found as the minimum spanning tree of a complete graph with the points as vertices and the Euclidean distances between points as edge weights.
A triangulation of a set of points in the Euclidean space is a simplicial complex that covers the convex hull of , and whose vertices belong to . In the plane, triangulations are made up of triangles, together with their edges and vertices. Some authors require that all the points of are vertices of its triangulations. In this case, a triangulation of a set of points in the plane can alternatively be defined as a maximal set of non-crossing edges between points of . In the plane, triangulations are special cases of planar straight-line graphs.
In geometry, a triangulation is a subdivision of a planar object into triangles, and by extension the subdivision of a higher-dimension geometric object into simplices. Triangulations of a three-dimensional volume would involve subdividing it into tetrahedra packed together.
In computational geometry, a sweep line algorithm or plane sweep algorithm is an algorithmic paradigm that uses a conceptual sweep line or sweep surface to solve various problems in Euclidean space. It is one of the critical techniques in computational geometry.
Proximity problems is a class of problems in computational geometry which involve estimation of distances between geometric objects.
In computational geometry, the Bowyer–Watson algorithm is a method for computing the Delaunay triangulation of a finite set of points in any number of dimensions. The algorithm can be also used to obtain a Voronoi diagram of the points, which is the dual graph of the Delaunay triangulation.
The dynamic convex hull problem is a class of dynamic problems in computational geometry. The problem consists in the maintenance, i.e., keeping track, of the convex hull for input data undergoing a sequence of discrete changes, i.e., when input data elements may be inserted, deleted, or modified. It should be distinguished from the kinetic convex hull, which studies similar problems for continuously moving points. Dynamic convex hull problems may be distinguished by the types of the input data and the allowed types of modification of the input data.
Algorithms that construct convex hulls of various objects have a broad range of applications in mathematics and computer science.
In computational geometry and computer science, the minimum-weight triangulation problem is the problem of finding a triangulation of minimal total edge length. That is, an input polygon or the convex hull of an input point set must be subdivided into triangles that meet edge-to-edge and vertex-to-vertex, in such a way as to minimize the sum of the perimeters of the triangles. The problem is NP-hard for point set inputs, but may be approximated to any desired degree of accuracy. For polygon inputs, it may be solved exactly in polynomial time. The minimum weight triangulation has also sometimes been called the optimal triangulation.
In computational geometry, a constrained Delaunay triangulation is a generalization of the Delaunay triangulation that forces certain required segments into the triangulation as edges, unlike the Delaunay triangulation itself which is based purely on the position of a given set of vertices without regard to how they should be connected by edges. It can be computed efficiently and has applications in geographic information systems and in mesh generation.
Reverse-search algorithms are a class of algorithms for generating all objects of a given size, from certain classes of combinatorial objects. In many cases, these methods allow the objects to be generated in polynomial time per object, using only enough memory to store a constant number of objects. They work by organizing the objects to be generated into a spanning tree of their state space, and then performing a depth-first search of this tree.
Below is the list of the major journals that have been publishing research in geometric algorithms. Please notice with the appearance of journals specifically dedicated to computational geometry, the share of geometric publications in general-purpose computer science and computer graphics journals decreased.