Relative Convex Hull
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Relative Convex Hull
In discrete geometry and computational geometry, the relative convex hull or geodesic convex hull is an analogue of the convex hull for the points inside a simple polygon or a Rectifiable set, rectifiable simple closed curve. Definition Let P be a simple polygon or a rectifiable simple closed curve, and let X be any set enclosed by P. A geodesic, ''geodesic'' between two points in P is a shortest path connecting those two points that stays entirely within P. A subset K of the points inside P is said to be ''relatively convex'', ''geodesically convex'', or ''P-convex'' if, for every two points of K, the geodesic between them in P stays within K. Then the ''relative convex hull'' of X can be defined as the intersection of all relatively convex sets containing X. Equivalently, the relative convex hull is the minimum-perimeter weakly simple polygon in P that encloses X. This was the original formulation of relative convex hulls, by . However this definition is complicated by the need t ...
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Dynamic Convex Hull
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. Planar point set It is easy to construct an example for which the convex hull contains all input points, but after the insertion of a single point the convex hull becomes a triangle. And conversely, the deletion of a single point may produce the opposite drastic change of the size of the output. Therefore, if the convex hull is required to be reported in traditional way as a polygon, the lower bound for the worst-case computational ...
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Journal Of Computer And System Sciences
The ''Journal of Computer and System Sciences'' (JCSS) is a peer-reviewed scientific journal in the field of computer science. ''JCSS'' is published by Elsevier, and it was started in 1967. Many influential scientific articles have been published in ''JCSS''; these include five papers that have won the Gödel Prize The Gödel Prize is an annual prize for outstanding papers in the area of theoretical computer science, given jointly by the European Association for Theoretical Computer Science (EATCS) and the Association for Computing Machinery Special Inter .... Its managing editor is Michael Segal. Notes References * * External links * Journal homepageScienceDirect accessDBLP information Computer science journals Elsevier academic journals {{compu-journal-stub ...
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Computational Geometry (journal)
''Computational Geometry'', also known as ''Computational Geometry: Theory and Applications'', is a peer-reviewed mathematics journal for research in theoretical and applied computational geometry, its applications, techniques, and design and analysis of geometric algorithms. All aspects of computational geometry are covered, including the numerical, graph theoretical and combinatorial aspects, as well as fundamental problems in various areas of application of computational geometry: in computer graphics, pattern recognition, image processing, robotics, electronic design automation, CAD/CAM, and geographical information systems. The journal was founded in 1991 by Jörg-Rüdiger Sack and Jorge Urrutia.. It is indexed by ''Mathematical Reviews'', Zentralblatt MATH, Science Citation Index, and Current Contents ''Current Contents'' is a rapid alerting service database from Clarivate, formerly the Institute for Scientific Information and Thomson Reuters. It is published online ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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