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1.
We examine a computational geometric problem concerning the structure of polymers. We model a polymer as a polygonal chain in three dimensions. Each edge splits the polymer into two subchains, and a dihedral rotation rotates one of these subchains rigidly about the edge. The problem is to determine, given a chain, an edge, and an angle of rotation, if the motion can be performed without causing the chain to self-intersect. An Ω(nlogn) lower bound on the time complexity of this problem is known.We prove that preprocessing a chain of n edges and answering n dihedral rotation queries is 3 -hard, giving strong evidence that Ω(n2) preprocessing is required to achieve sublinear query time in the worst case. For dynamic queries, which also modify the chain if the requested dihedral rotation is feasible, we show that answering n queries is by itself 3 -hard, suggesting that sublinear query time is impossible after any amount of preprocessing.  相似文献   

2.
We present a data structure for ray-shooting queries in a set of convex fat polyhedra of total complexity n in . The data structure uses O(n2+ε) storage and preprocessing time, and queries can be answered in O(log2n) time. A trade-off between storage and query time is also possible: for any m with n<m<n2, we can construct a structure that uses O(m1+ε) storage and preprocessing time such that queries take time.We also describe a data structure for simplex intersection queries in a set of n convex fat constant-complexity polyhedra in . For any m with n<m<n3, we can construct a structure that uses O(m1+ε) storage and preprocessing time such that all polyhedra intersecting a query simplex can be reported in O((n/m1/3)logn+k) time, where k is the number of answers.  相似文献   

3.
This paper proposes new methods to answer approximate nearest neighbor queries on a set of n points in d -dimensional Euclidean space. For any fixed constant d , a data structure with O( (1-d)/2 n log n) preprocessing time and O( (1-d)/2 log n) query time achieves an approximation factor 1+ for any given 0 < < 1; a variant reduces the -dependence by a factor of -1/2 . For any arbitrary d , a data structure with O(d 2 n log n) preprocessing time and O(d 2 log n) query time achieves an approximation factor O(d 3/2 ) . Applications to various proximity problems are discussed. Received May 28, 1997, and in revised form March 4, 1998.  相似文献   

4.
In this paper we address the following shortest-path problem. Given a point in the plane andn disjoint isothetic rectangles (barriers), we want to construct a shortestL 1 path (not crossing any of the barriers) from the source point to any given query point. A restricted version of this problem (where the source and destination points are knowna priori) had been solved earlier inO(n 2) time. Our approach consists of preprocessing the source point and the barriers to obtain a planar subdivision where a query point can be located and a shortest path connecting it to the source point quickly transvered. By showing that any such path is monotone in at least one ofx ory directions, we are able to apply a plane sweep technique to divide the plane intoO(n) rectangular regions. This leads to an algorithm whose complexity isO(n logn) preprocessing time,O(n) space, andO(logn+k) query time, wherek is the number of turns on the reported path. If only the length of the path is sought,O(logn) query time suffices. Furthermore, we show an (n logn) time lower bound for the case where the source and destination points are known in advance, which implies the optimality of our algorithm in this case.A preliminary version of this paper appeared in theProceedings of the First Symposium on Computational Geometry (1985).Supported in part by CNPq-Conselho Nacional de Desenvolvimento Científico e Tecnológico (Brazil).Supported in part by the National Science Foundation under Grants MCS 8420814 and ECS 8340031.  相似文献   

5.
The indexing problem is where a text is preprocessed and subsequent queries of the form “Find all occurrences of pattern P in the text” are answered in time proportional to the length of the query and the number of occurrences. In the dictionary matching problem a set of patterns is preprocessed and subsequent queries of the form “Find all occurrences of dictionary patterns in text T” are answered in time proportional to the length of the text and the number of occurrences.There exist efficient worst-case solutions for the indexing problem and the dictionary matching problem, but none that find approximate occurrences of the patterns, i.e., where the pattern is within a bound edit (or Hamming) distance from the appropriate text location.In this paper we present a uniform deterministic solution to both the indexing and the general dictionary matching problem with one error. We preprocess the data in time O(n log2 n), where n is the text size in the indexing problem and the dictionary size in the dictionary matching problem. Our query time for the indexing problem is O(m log n log log n + tocc), where m is the query string size and tocc is the number of occurrences. Our query time for the dictionary matching problem is O(n log3 d log log d + tocc), where n is the text size and d the dictionary size. The time bounds above apply to both bounded and unbounded alphabets.  相似文献   

6.
We present a data structure that can store a set of disjoint fat objects ind-space such that point location and bounded-size range searching with arbitrarily shaped ranges can be performed efficiently. The structure can deal with either arbitrary (fat) convex objects or nonconvex (fat) polytopes. The multipurpose data structure supports point location and range searching queries in timeO(logd−1 n) and requiresO(n logd−1 n) storage, afterO(n logd−1 n log log n) preprocessing. The data structure and query algorithm are rather simple.  相似文献   

7.
We revisit one of the most fundamental classes of data structure problems in computational geometry: range searching. Matoušek (Discrete Comput. Geom. 10:157–182, 1993) gave a partition tree method for d-dimensional simplex range searching achieving O(n) space and O(n 1−1/d ) query time. Although this method is generally believed to be optimal, it is complicated and requires O(n 1+ε ) preprocessing time for any fixed ε>0. An earlier method by Matoušek (Discrete Comput. Geom. 8:315–334, 1992) requires O(nlogn) preprocessing time but O(n 1−1/d log O(1) n) query time. We give a new method that achieves simultaneously O(nlogn) preprocessing time, O(n) space, and O(n 1−1/d ) query time with high probability. Our method has several advantages:
•  It is conceptually simpler than Matoušek’s O(n 1−1/d )-time method. Our partition trees satisfy many ideal properties (e.g., constant degree, optimal crossing number at almost all layers, and disjointness of the children’s cells at each node).  相似文献   

8.
We investigate the problem that at least how many edges must a maximal triangle-free graph on n vertices have if the maximal valency is ≤D. Denote this minimum value by F(n, D). For large enough n, we determine the exact value of F(n, D) if D ≥ (n ? 2)/2 and we prove that lim F(n, cn)/n = K(c) exists for all 0 < c with the possible exception of a sequence ck → 0. The determination of K(c) is a finite problem on all intervals [γ, ∞). For D = cn?, 1/2 < ? < 1, we give upper and lower bounds for F(n, D) differing only in a constant factor. (Clearly, D < (n - 1)1/2 is impossible in a maximal triangle-free graph.)  相似文献   

9.

Let D be a bounded convex domain and Hol c (D,D) the set of holomorphic maps from D to C n with image relatively compact in D. Consider Hol c (D,D) as a open set in the complex Banach space H n (D) of bounded holomorphic maps from D to C n . We show that the map τ: Hol c (D,D) → D (called the Heins map for D equals to the unit disc of C) which associates to ? ∈ Hol c (D,D) its unique fixed point τ? ∈ D is holomorphic and its differential is given by dτ?(v) = (Id-dfτ(?))?1 v(τ(?)) for vH n (D).  相似文献   

10.
We address a number of extremal point query problems when P is a set of n points in , d3 a constant, including the computation of the farthest point from a query line and the computation of the farthest point from each of the lines spanned by the points in P. In , we give a data structure of size O(n1+), that can be constructed in O(n1+) time and can report the farthest point of P from a query line segment in O(n2/3+) time, where >0 is an arbitrarily small constant. Applications of our results also include: (1) Sub-cubic time algorithms for fitting a polygonal chain through an indexed set of points in , d3 a constant, and (2) A sub-quadratic time and space algorithm that, given P and an anchor point q, computes the minimum (maximum) area triangle defined by q with P{q}.  相似文献   

11.
We present an algorithm for the routing problem for two-terminal nets in generalized switchboxes. A generalized switchbox is any subset R of the planar rectangular grid with no nontrivial holes, i.e., every finite face has exactly four incident vertices. A net is a pair of nodes of nonmaximal degree on the boundary of R. A solution is a set of edge-disjoint paths, one for each net. Our algorithm solves standard generalized switchbox routing problems in time O(n(log n)2) where n is the number of vertices of R, i.e., it either finds a solution or indicates that there is none. A problem is standard if deg(ν) + ter(ν) is even for all vertices ν where deg(ν) is the degree of ν and ter(ν) is the number of nets which have ν as a terminal. For nonstandard problems we can find a solution in time O(n(log n)2 + |U|2) where U is the set of vertices ν with deg(ν) + ter(ν) is odd.  相似文献   

12.
Ray Shooting Amidst Convex Polygons in 2D   总被引:1,自引:0,他引:1  
We consider the problem of ray shooting in a two-dimensional scene consisting ofmconvex polygons with a total ofnedges. We present a data structure that requiresO(mn log m) space and preprocessing time and that answers a ray shooting query inO(log2 m log2 n) time. If the polygons are pairwise disjoint, the space and preprocessing time can be improved toO((m2+n)log m) andO((m2+n log n)log m), respectively. Our algorithm also works for a collection of disjoint simple polygons. We also show that if we allow onlyO(n) space, a ray shooting query among a collection of disjoint simple polygons can be answered in timeO(m/[formula]1+ log2 n) time, for any >0.  相似文献   

13.
A digraph D=(V,A) is mediated if for each pair x,y of distinct vertices of D, either xyA or yxA or there is a vertex z such that both xz,yzA. For a digraph D, Δ-(D) is the maximum in-degree of a vertex in D. The nth mediation number μ(n) is the minimum of Δ-(D) over all mediated digraphs on n vertices. Mediated digraphs and μ(n) are of interest in the study of quantum nonlocality.We obtain a lower bound f(n) for μ(n) and determine infinite sequences of values of n for which μ(n)=f(n) and μ(n)>f(n), respectively. We derive upper bounds for μ(n) and prove that μ(n)=f(n)(1+o(1)). We conjecture that there is a constant c such that μ(n)f(n)+c. Methods and results of design theory and number theory are used.  相似文献   

14.
A Range Minimum Query asks for the position of a minimal element between two specified array-indices. We consider a natural extension of this, where our further constraint is that if the minimum in a query interval is not unique, then the query should return an approximation of the median position among all positions that attain this minimum. We present a succinct preprocessing scheme using Dn + o(n) bits in addition to the static input array (small constant D), such that subsequent “range median of minima queries” can be answered in constant time. This data structure can be built in linear time, with little extra space needed at construction time. We introduce several new combinatorial concepts such as Super-Cartesian Trees and Super-Ballot Numbers. We give applications of our preprocessing scheme in text indexes such as (compressed) suffix arrays and trees.  相似文献   

15.
In this paper we develop some new data structures for storing a set of disks that can answer different types of intersection queries efficiency. If the disks are non-intersecting we obtain a linear size data structure that can report allk disks intersecting a query line segment in timeO(n + +k), wheren is the number of disks,=log2(1+5)–1 0.695, and is an arbitrarily small positive constant. If the segment is a full line, the query time becomesO(n +k). For intersecting disks we obtain anO(n logn) size data structure that can answer an intersection query in timeO(n 2/3 log2 n+k). We also present a linear size data structure for ray shooting queries, whose query time isO(n ).The research of the first two authors was supported by the ESPRIT Basic Research Action No. 3075 (project ALCOM). The work of the third author was supported byDimacs (Center for Discrete Mathematics and Theoretical Computer Science), a National Science Foundation Science and Technology Center — NSF-STC88-09648.  相似文献   

16.
This paper uses a new formulation of the notion of duality that allows the unified treatment of a number of geometric problems. In particular, we are able to apply our approach to solve two long-standing problems of computational geometry: one is to obtain a quadratic algorithm for computing the minimum-area triangle with vertices chosen amongn points in the plane; the other is to produce an optimal algorithm for the half-plane range query problem. This problem is to preprocessn points in the plane, so that given a test half-plane, one can efficiently determine all points lying in the half-plane. We describe an optimalO(k + logn) time algorithm for answering such queries, wherek is the number of points to be reported. The algorithm requiresO(n) space andO(n logn) preprocessing time. Both of these results represent significant improvements over the best methods previously known. In addition, we give a number of new combinatorial results related to the computation of line arrangements.  相似文献   

17.
Let p and q be two permutations over {1, 2,…, n}. We denote by m(p, q) the number of integers i, 1 ≤ in, such that p(i) = q(i). For each fixed permutation p, a query is a permutation q of the same size and the answer a(q) to this query is m(p, q). We investigate the problem of finding the minimum number of queries required to identify an unknown permutation p. A polynomial-time algorithm that identifies a permutation of size n by O(n · log2n) queries is presented. The lower bound of this problem is also considered. It is proved that the problem of determining the size of the search space created by a given set of queries and answers is #P-complete. Since this counting problem is essential for the analysis of the lower bound, a complete analysis of the lower bound appears infeasible. We conjecture, based on some preliminary analysis, that the lower bound is Ω(n · log2n).  相似文献   

18.
For a graph G, the cochromatic number of G, denoted z(G), is the least m for which there is a partition of the vertex set of G having order m. where each part induces a complete or empty graph. We show that if {Gn} is a family of graphs where Gn has o(n2 log2(n)) edges, then z(Gn) = o(n). We turn our attention to dichromatic numbers. Given a digraph D, the dichromatic number of D is the minimum number of parts the vertex set of D must be partitioned into so that each part induces an acyclic digraph. Given an (undirected) graph G, the dichromatic number of G, denoted d(G), is the maximum dichromatic number of all orientations of G. Let m be an integer; by d(m) we mean the minimum size of all graphs G where d(G) = m. We show that d(m) = θ(m2 ln2(m)).  相似文献   

19.
Given a set S of n sites (points), and a distance measure d , the nearest neighbor searching problem is to build a data structure so that given a query point q , the site nearest to q can be found quickly. This paper gives data structures for this problem when the sites and queries are in a metric space. One data structure, D(S) , uses a divide-and-conquer recursion. The other data structure, M(S,Q) , is somewhat like a skiplist. Both are simple and implementable. The data structures are analyzed when the metric space obeys a certain sphere-packing bound, and when the sites and query points are random and have distributions with an exchangeability property. This property implies, for example, that query point q is a random element of . Under these conditions, the preprocessing and space bounds for the algorithms are close to linear in n . They depend also on the sphere-packing bound, and on the logarithm of the distance ratio of S , the ratio of the distance between the farthest pair of points in S to the distance between the closest pair. The data structure M(S,Q) requires as input data an additional set Q , taken to be representative of the query points. The resource bounds of M(S,Q) have a dependence on the distance ratio of S Q . While M(S,Q) can return wrong answers, its failure probability can be bounded, and is decreasing in a parameter K . Here K≤ |Q|/n is chosen when building M(S,Q) . The expected query time for M(S,Q) is O(Klog n)log , and the resource bounds increase linearly in K . The data structure D(S) has expected O( log n) O(1) query time, for fixed distance ratio. The preprocessing algorithm for M(S,Q) can be used to solve the all nearest neighbor problem for S in O(n(log n) 2 (log ϒ(S)) 2 ) expected time. Received September 17, 1996, and in revised form November 1, 1998.  相似文献   

20.
The straight skeleton of a polygon is a variant of the medial axis introduced by Aichholzer et al., defined by a shrinking process in which each edge of the polygon moves inward at a fixed rate. We construct the straight skeleton of an n -gon with r reflex vertices in time O(n 1+ε + n 8/11+ε r 9/11+ε ) , for any fixed ε >0 , improving the previous best upper bound of O(nr log n) . Our algorithm simulates the sequence of collisions between edges and vertices during the shrinking process, using a technique of Eppstein for maintaining extrema of binary functions to reduce the problem of finding successive interactions to two dynamic range query problems: (1) maintain a changing set of triangles in R 3 and answer queries asking which triangle is first hit by a query ray, and (2) maintain a changing set of rays in R 3 and answer queries asking for the lowest intersection of any ray with a query triangle. We also exploit a novel characterization of the straight skeleton as a lower envelope of triangles in R 3 . The same time bounds apply to constructing non-self-intersecting offset curves with mitered or beveled corners, and similar methods extend to other problems of simulating collisions and other pairwise interactions among sets of moving objects. Received July 1, 1998, and in revised form March 29, 1999.  相似文献   

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