List of combinatorial computational geometry topics

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List of combinatorial computational geometry topics enumerates the topics of computational geometry that states problems in terms of geometric objects as discrete entities and hence the methods of their solution are mostly theories and algorithms of combinatorial character.

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See List of numerical computational geometry topics for another flavor of computational geometry that deals with geometric objects as continuous entities and applies methods and algorithms of nature characteristic to numerical analysis.

Construction/representation

Extremal shapes

Interaction/search

Proximity problems

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<span class="mw-page-title-main">Delaunay triangulation</span> Triangulation method

In mathematics and computational geometry, a Delaunay triangulation (DT), also known as a Delone triangulation, for a given set {pi} of discrete points pi in general position is a triangulation such that no point pi is inside the circumcircle of any triangle in the DT. 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.

<span class="mw-page-title-main">Convex hull</span> Smallest convex set containing a given set

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.

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.

<span class="mw-page-title-main">Voronoi diagram</span> Type of plane partition

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.

<span class="mw-page-title-main">Discrete geometry</span> Branch of geometry that studies combinatorial properties and constructive methods

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.

<span class="mw-page-title-main">Bounding volume</span> Closed volume that completely contains the union of a set of objects

In computer graphics and computational geometry, a bounding volume for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap.

<span class="mw-page-title-main">Euclidean minimum spanning tree</span> Shortest network connecting points

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.

<span class="mw-page-title-main">Point-set triangulation</span>

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.

<span class="mw-page-title-main">Sweep line algorithm</span> Class of algorithms which use a moving line to solve geometrical problems

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.

<span class="mw-page-title-main">Rectilinear polygon</span> Polygon in which all angles are right

A rectilinear polygon is a polygon all of whose sides meet at right angles. Thus the interior angle at each vertex is either 90° or 270°. Rectilinear polygons are a special case of isothetic polygons.

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.

<span class="mw-page-title-main">Minimum bounding box</span> Smallest box which encloses some set of points

In geometry, the minimum bounding box or smallest bounding box for a point set S in N dimensions is the box with the smallest measure within which all the points lie. When other kinds of measure are used, the minimum box is usually called accordingly, e.g., "minimum-perimeter bounding box".

In computational geometry, the smallest enclosing box problem is that of finding the oriented minimum bounding box enclosing a set of points. It is a type of bounding volume. "Smallest" may refer to volume, area, perimeter, etc. of the box.

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 geometry, a covering of a polygon is a set of primitive units whose union equals the polygon. A polygon covering problem is a problem of finding a covering with a smallest number of units for a given polygon. This is an important class of problems in computational geometry. There are many different polygon covering problems, depending on the type of polygon being covered. An example polygon covering problem is: given a rectilinear polygon, find a smallest set of squares whose union equals the polygon.

In geometry, a partition of a polygon is a set of primitive units, which do not overlap and whose union equals the polygon. A polygon partition problem is a problem of finding a partition which is minimal in some sense, for example a partition with a smallest number of units or with units of smallest total side-length.

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.