Greedy triangulation

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Greedy triangulation
Polygon Greedy triangulation steps.svg
Polygon Greedy triangulation steps. On each step a new edge (red) is added joining the nearest pair of vertex, without crossing a previously edge
Class Search algorithm
Data structure
Worst-case performance
Best-case performance

The Greedy Triangulation is a method to compute a polygon triangulation or a Point set triangulation using a greedy schema, which adds edges one by one to the solution in strict increasing order by length, with the condition that an edge cannot cut a previously inserted edge. [1] [2]

In computational geometry, polygon triangulation is the decomposition 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.

Point set triangulation

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.

Greedy algorithm algorithm that makes locally optimal choices in a sequence of steps with the goal of reaching a global optimum

A greedy algorithm is an algorithmic paradigm that follows the problem solving heuristic of making the locally optimal choice at each stage with the intent of finding a global optimum. In many problems, a greedy strategy does not usually produce an optimal solution, but nonetheless a greedy heuristic may yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time.

Related Research Articles

Delaunay triangulation

In mathematics and computational geometry, a Delaunay triangulation for a given set P of discrete points in a plane 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 angle 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.

Voronoi diagram Type of plane partition

In mathematics, a Voronoi diagram is a partitioning of a plane into regions based on distance to points in a specific subset of the plane. That set of points is specified beforehand, and for each seed there is a corresponding region consisting of all points closer to that seed than to any other. These regions are called Voronoi cells. The Voronoi diagram of a set of points is dual to its Delaunay triangulation.

Tessellation Tiling of a plane using one or more geometric shapes, called tiles, with no overlaps and no gaps

A tessellation of a flat surface is the tiling of a plane using one or more geometric shapes, called tiles, with no overlaps and no gaps. In mathematics, tessellations can be generalized to higher dimensions and a variety of geometries.

The point location problem is a fundamental topic of computational geometry. It finds applications in areas that deal with processing geometrical data: computer graphics, geographic information systems (GIS), motion planning, and computer aided design (CAD).

Triangulation (topology)

In mathematics, topology generalizes the notion of triangulation in a natural way as follows:

The art gallery problem or museum problem is a well-studied visibility problem in computational geometry. It originates from a real-world problem of guarding an art gallery with the minimum number of guards who together can observe the whole gallery. In the geometric version of the problem, the layout of the art gallery is represented by a simple polygon and each guard is represented by a point in the polygon. A set of points is said to guard a polygon if, for every point in the polygon, there is some such that the line segment between and does not leave the polygon.

Apeirogon degenerate polygon with infinitely many sides

In geometry, an apeirogon is a generalized polygon with a countably infinite number of sides. It can be considered as the limit of an n-sided polygon as n approaches infinity. The interior of a linear apeirogon can be defined by a direction order of vertices, and defining half the plane as the interior.

Skew polygon polygon whose vertices do not lie in a plane

In geometry, a skew polygon is a polygon whose vertices are not all coplanar. Skew polygons must have at least 4 vertices. The interior surface of such a polygon is not uniquely defined.

Visibility in geometry is a mathematical abstraction of the real-life notion of visibility.

Pseudotriangle subset of the plane that lies between any three mutually tangent convex sets

In Euclidean plane geometry, a pseudotriangle (pseudo-triangle) is the simply connected subset of the plane that lies between any three mutually tangent convex sets. A pseudotriangulation (pseudo-triangulations) is a partition of a region of the plane into pseudotriangles, and a pointed pseudotriangulation is a pseudotriangulation in which at each vertex the incident edges span an angle of less than π.

A geometric spanner or a t-spanner graph or a t-spanner was initially introduced as a weighted graph over a set of points as its vertices for which there is a t-path between any pair of vertices for a fixed parameter t. A t-path is defined as a path through the graph with weight at most t times the spatial distance between its endpoints. The parameter t is called the stretch factor or dilation factor of the spanner.

Planar straight-line graph

In computational geometry, a planar straight-line graph, in short PSLG, is a term used for an embedding of a planar graph in the plane such that its edges are mapped into straight line segments. Fáry's theorem (1948) states that every planar graph has this kind of embedding.

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.

Polyhedral graph

In geometric graph theory, a branch of mathematics, a polyhedral graph is the undirected graph formed from the vertices and edges of a convex polyhedron. Alternatively, in purely graph-theoretic terms, the polyhedral graphs are the 3-vertex-connected planar graphs.

Layered graph drawing

Layered graph drawing or hierarchical graph drawing is a type of graph drawing in which the vertices of a directed graph are drawn in horizontal rows or layers with the edges generally directed downwards. It is also known as Sugiyama-style graph drawing after Kozo Sugiyama, who first developed this drawing style.

Fan triangulation

A fan triangulation is a simple way to triangulate a polygon by choosing a vertex and drawing diagonals to all of the other vertices of the polygon. Not every polygon can be triangulated this way, so this method is usually only used for convex polygons.

Steiner point (computational geometry) point added in solving a geometric optimization problem to make its solution better

In computational geometry, a Steiner point is a point that is not part of the input to a geometric optimization problem but is added during the solution of the problem, to create a better solution than would be possible from the original points alone.

References

  1. J. Loera, J. Rambau and F. Santos (2010), Triangulations: Structures and Algorithms (2nd revised ed.), Springer-Verlag, ISBN   9783642129711 Chapter 3: Polygon Triangulation: pp.103.
  2. Mark de Berg, Marc van Kreveld, Mark Overmars, and Otfried Schwarzkopf (2000), Computational Geometry (2nd revised ed.), Springer-Verlag, ISBN   3-540-65620-0 CS1 maint: multiple names: authors list (link)