Point Location
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Point Location
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). In its most general form, the problem is, given a partition of the space into disjoint regions, to determine the region where a query point lies. As an example application, each time one clicks a mouse to follow a link in a web browser, this problem must be solved in order to determine which area of the computer screen is under the mouse pointer. A simple special case is the point in polygon problem. In this case, one needs to determine whether the point is inside, outside, or on the boundary of a single polygon. In many applications, one needs to determine the location of several different points with respect to the same partition of the space. To solve this problem efficiently, it is useful to build a data structure that ...
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Computational Geometry
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. Analysis of algorithms, 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(''n''2) 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 (Computer-aided design, CAD/Compu ...
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Point Location2
Point or points may refer to: Places * Point, Lewis, a peninsula in the Outer Hebrides, Scotland * Point, Texas, a city in Rains County, Texas, United States * Point, the NE tip and a ferry terminal of Lismore, Inner Hebrides, Scotland * Points, West Virginia, an unincorporated community in the United States Business and finance *Point (loyalty program), a type of virtual currency in common use among mercantile loyalty programs, globally * Point (mortgage), a percentage sometimes referred to as a form of pre-paid interest used to reduce interest rates in a mortgage loan * Basis point, 1/100 of one percent, denoted ''bp'', ''bps'', and ''‱'' * Percentage points, used to measure a change in percentage absolutely * Pivot point (technical analysis), a price level of significance in analysis of a financial market that is used as a predictive indicator of market movement * "Points", the term for profit sharing in the American film industry, where creatives involved in making the ...
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Leonidas J
Leonidas I (; grc-gre, Λεωνίδας; died 19 September 480 BC) was a king of the Greek city-state of Sparta, and the 17th of the Agiad line, a dynasty which claimed descent from the mythological demigod Heracles. Leonidas I was son of King Anaxandridas II. He succeeded his half-brother King Cleomenes I to the throne in c. 489 BC. His co-ruler was King Leotychidas. He was succeeded by his son, King Pleistarchus. Leonidas had a notable participation in the Second Greco-Persian War, where he led the allied Greek forces to a last stand at the Battle of Thermopylae (480 BC) while attempting to defend the pass from the invading Persian army; he died at the battle and entered myth as the leader of the 300 Spartans. While the Greeks lost this battle, they were able to expel the Persian invaders in the following year. Life According to Herodotus, Leonidas' mother was not only his father's wife but also his father's niece and had been barren for so long that the ephors, the five an ...
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Herbert Edelsbrunner
Herbert Edelsbrunner (born March 14, 1958) is a computer scientist working in the field of computational geometry, the Arts & Science Professor of Computer Science and Mathematics at Duke University, Professor at the Institute of Science and Technology Austria (ISTA), and the co-founder of Geomagic, Inc. He was the first of only three computer scientists to win the National Science Foundation's Alan T. Waterman Award. Academic biography Edelsbrunner was born in 1958 in Graz, Austria.Who is Who – Cyberworlds 2007
.
He received his Diplom in 1980 and Ph.D. in 1982, both from

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Polygon Triangulation
In computational geometry, polygon triangulation is the partition of a polygonal area (simple polygon) into a set of triangles, i.e., finding a set of triangles with pairwise non-intersecting interiors whose union is . Triangulations may be viewed as special cases of planar straight-line graphs. When there are no holes or added points, triangulations form maximal outerplanar graphs. Polygon triangulation without extra vertices Over time, a number of algorithms have been proposed to triangulate a polygon. Special cases It is trivial to triangulate any convex polygon in linear time into a fan triangulation, by adding diagonals from one vertex to all other non-nearest neighbor vertices. The total number of ways to triangulate a convex ''n''-gon by non-intersecting diagonals is the (''n''−2)nd Catalan number, which equals :\frac, a formula found by Leonhard Euler. A monotone polygon can be triangulated in linear time with either the algorithm of A. Fournier and D.Y. ...
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Plane Sweep
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 key techniques in computational geometry. The idea behind algorithms of this type is to imagine that a line (often a vertical line) is swept or moved across the plane, stopping at some points. Geometric operations are restricted to geometric objects that either intersect or are in the immediate vicinity of the sweep line whenever it stops, and the complete solution is available once the line has passed over all objects. History This approach may be traced to scanline algorithms of rendering in computer graphics, followed by exploiting this approach in early algorithms of integrated circuit layout design, in which a geometric description of an IC was processed in parallel strips, because the entire description could not fit into memory. Applications Applicati ...
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Simple Polygon
In geometry, a simple polygon is a polygon that does not Intersection (Euclidean geometry), intersect itself and has no holes. That is, it is a flat shape consisting of straight, non-intersecting line segments or "sides" that are joined pairwise to form a single closed curve, closed path. If the sides intersect then the polygon is not simple. The qualifier "simple" is frequently omitted, with the above definition then being understood to define a polygon in general. The definition given above ensures the following properties: * A polygon encloses a region (mathematics), region (called its interior) which always has a measurable area. * The line segments that make up a polygon (called sides or edges) meet only at their endpoints, called vertices (singular: vertex) or less formally "corners". * Exactly two edges meet at each vertex. * The number of edges always equals the number of vertices. Two edges meeting at a corner are usually required to form an angle that is not straight ( ...
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Path (graph Theory)
In graph theory, a path in a graph is a finite or infinite sequence of edges which joins a sequence of vertices which, by most definitions, are all distinct (and since the vertices are distinct, so are the edges). A directed path (sometimes called dipathGraph Structure Theory: Proceedings of the AMS-IMS-SIAM Joint Summer Research Conference on Graph Minors, Held June 22 to July 5, 1991p.205/ref>) in a directed graph is a finite or infinite sequence of edges which joins a sequence of distinct vertices, but with the added restriction that the edges be all directed in the same direction. Paths are fundamental concepts of graph theory, described in the introductory sections of most graph theory texts. See e.g. Bondy and Murty (1976), Gibbons (1985), or Diestel (2005). Korte et al. (1990) cover more advanced algorithmic topics concerning paths in graphs. Definitions Walk, trail, and path * A walk is a finite or infinite sequence of edges which joins a sequence of vertices. ...
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Point Location3
Point or points may refer to: Places * Point, Lewis, a peninsula in the Outer Hebrides, Scotland * Point, Texas, a city in Rains County, Texas, United States * Point, the NE tip and a ferry terminal of Lismore, Inner Hebrides, Scotland * Points, West Virginia, an unincorporated community in the United States Business and finance *Point (loyalty program), a type of virtual currency in common use among mercantile loyalty programs, globally * Point (mortgage), a percentage sometimes referred to as a form of pre-paid interest used to reduce interest rates in a mortgage loan * Basis point, 1/100 of one percent, denoted ''bp'', ''bps'', and ''‱'' * Percentage points, used to measure a change in percentage absolutely * Pivot point (technical analysis), a price level of significance in analysis of a financial market that is used as a predictive indicator of market movement * "Points", the term for profit sharing in the American film industry, where creatives involved in making the ...
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Red–black Tree
In computer science, a red–black tree is a kind of self-balancing binary search tree. Each node stores an extra bit representing "color" ("red" or "black"), used to ensure that the tree remains balanced during insertions and deletions. When the tree is modified, the new tree is rearranged and "repainted" to restore the coloring properties that constrain how unbalanced the tree can become in the worst case. The properties are designed such that this rearranging and recoloring can be performed efficiently. The re-balancing is not perfect, but guarantees searching in O(\log n) time, where n is the number of entries. The insert and delete operations, along with the tree rearrangement and recoloring, are also performed in O(\log n) time. Tracking the color of each node requires only one bit of information per node because there are only two colors. The tree does not contain any other data specific to it being a red–black tree, so its memory footprint is almost identical to that of ...
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Persistent Data Structure
In computing, a persistent data structure or not ephemeral data structure is a data structure that always preserves the previous version of itself when it is modified. Such data structures are effectively immutable, as their operations do not (visibly) update the structure in-place, but instead always yield a new updated structure. The term was introduced in Driscoll, Sarnak, Sleator, and Tarjans' 1986 article. A data structure is partially persistent if all versions can be accessed but only the newest version can be modified. The data structure is fully persistent if every version can be both accessed and modified. If there is also a meld or merge operation that can create a new version from two previous versions, the data structure is called confluently persistent. Structures that are not persistent are called ''ephemeral''. These types of data structures are particularly common in logical and functional programming, as languages in those paradigms discourage (or fully forbid) ...
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Binary Search
In computer science, binary search, also known as half-interval search, logarithmic search, or binary chop, is a search algorithm that finds the position of a target value within a sorted array. Binary search compares the target value to the middle element of the array. If they are not equal, the half in which the target cannot lie is eliminated and the search continues on the remaining half, again taking the middle element to compare to the target value, and repeating this until the target value is found. If the search ends with the remaining half being empty, the target is not in the array. Binary search runs in logarithmic time in the worst case, making O(\log n) comparisons, where n is the number of elements in the array. Binary search is faster than linear search except for small arrays. However, the array must be sorted first to be able to apply binary search. There are specialized data structures designed for fast searching, such as hash tables, that can be searched mor ...
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