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Rectilinear Minimum Spanning Tree
In graph theory, the rectilinear minimum spanning tree (RMST) of a set of ''n'' points in the plane (or more generally, in ℝ''d'') is a minimum spanning tree of that set, where the weight of the edge between each pair of points is the rectilinear distance between those two points. Properties and algorithms By explicitly constructing the complete graph on ''n'' vertices, which has ''n''(''n''-1)/2 edges, a rectilinear minimum spanning tree can be found using existing algorithms for finding a minimum spanning tree. In particular, using Prim's algorithm with an adjacency matrix yields time complexity O(''n''2). Planar case In the planar case, more efficient algorithms exist. They are based on the idea that connections may only happen with the nearest neighbour of a point in each octant - that is, each of the eight regions of the plane delimited by the coordinate axis from this point and their bisectors. The resulting graph has only a linear number of edges and can be constructe ...
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Rectilinear Minimum Spanning Tree
In graph theory, the rectilinear minimum spanning tree (RMST) of a set of ''n'' points in the plane (or more generally, in ℝ''d'') is a minimum spanning tree of that set, where the weight of the edge between each pair of points is the rectilinear distance between those two points. Properties and algorithms By explicitly constructing the complete graph on ''n'' vertices, which has ''n''(''n''-1)/2 edges, a rectilinear minimum spanning tree can be found using existing algorithms for finding a minimum spanning tree. In particular, using Prim's algorithm with an adjacency matrix yields time complexity O(''n''2). Planar case In the planar case, more efficient algorithms exist. They are based on the idea that connections may only happen with the nearest neighbour of a point in each octant - that is, each of the eight regions of the plane delimited by the coordinate axis from this point and their bisectors. The resulting graph has only a linear number of edges and can be constructe ...
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Physical Design (electronics)
In integrated circuit design, physical design is a step in the standard design cycle which follows after the circuit design. At this step, circuit representations of the components (devices and interconnects) of the design are converted into geometric representations of shapes which, when manufactured in the corresponding layers of materials, will ensure the required functioning of the components. This geometric representation is called integrated circuit layout. This step is usually split into several sub-steps, which include both design and verification and validation of the layout. Modern day Integrated Circuit (IC) design is split up into ''Front-end Design using HDLs'' and ''Back-end Design'' or ''Physical Design''. The inputs to physical design are (i) a netlist, (ii) library information on the basic devices in the design, and (iii) a technology file containing the manufacturing constraints. Physical design is usually concluded by ''Layout Post Processing'', in which amendme ...
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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. 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 (CAD/ CAM), but many problems in computational geometry ...
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Euclidean Minimum Spanning Tree
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. The edges of the minimum spanning tree meet at angles of at least 60°, at most six to a vertex. In higher dimensions, the number of edges per vertex is bounded by the kissing number of tangent unit spheres. The total length of the edges, for points in a unit square, is at most proportional to the square root of the number of points. Each edge lies in an empty region of the plane, and these regions can be used to prove that the Euclidean minimum spanning tree is a subgraph of other geometric graphs includ ...
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SIAM Journal On Applied Mathematics
The ''SIAM Journal on Applied Mathematics'' is a peer-reviewed academic journal in applied mathematics published by the Society for Industrial and Applied Mathematics (SIAM), with Paul A. Martin (Colorado School of Mines) as its editor-in-chief. It was founded in 1953 as SIAM's first journal, the ''Journal of the Society for Industrial and Applied Mathematics'', and was given its current name in 1966. In most years since 1999, it has been ranked by SCImago Journal Rank as a second-quartile journal in applied mathematics. Together with ''Communications on Pure and Applied Mathematics ''Communications on Pure and Applied Mathematics'' is a monthly peer-reviewed scientific journal which is published by John Wiley & Sons on behalf of the Courant Institute of Mathematical Sciences. It covers research originating from or solicited ...'' it has been called "one of the two greatest American entries in applied math".. References {{Society for Industrial and Applied Mathematics Mathemat ...
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Rectilinear Steiner Tree
The rectilinear Steiner tree problem, minimum rectilinear Steiner tree problem (MRST), or rectilinear Steiner minimum tree problem (RSMT) is a variant of the geometric Steiner tree problem in the plane, in which the Euclidean distance is replaced with the rectilinear distance. The problem may be formally stated as follows: given ''n'' points in the plane, it is required to interconnect them all by a shortest network which consists only of vertical and horizontal line segments. It can be shown that such a network is a tree whose vertices are the input points plus some extra points ( Steiner points). The problem arises in the physical design of electronic design automation. In VLSI circuits, wire routing is carried out by wires running only in vertical and horizontal directions, due to high computational complexity of the task. Therefore wire length is the sum of the lengths of vertical and horizontal segments, and the distance between two pins of a net is actually the rectilinear ...
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Routing (EDA)
In electronic design, wire routing, commonly called simply routing, is a step in the design of printed circuit boards (PCBs) and integrated circuits (ICs). It builds on a preceding step, called placement, which determines the location of each active element of an IC or component on a PCB. After placement, the routing step adds wires needed to properly connect the placed components while obeying all design rules for the IC. Together, the placement and routing steps of IC design are known as place and route. The task of all routers is the same. They are given some pre-existing polygons consisting of pins (also called terminals) on cells, and optionally some pre-existing wiring called preroutes. Each of these polygons are associated with a net, usually by name or number. The primary task of the router is to create geometries such that all terminals assigned to the same net are connected, no terminals assigned to different nets are connected, and all design rules are obeyed. A r ...
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Integrated Circuit
An integrated circuit or monolithic integrated circuit (also referred to as an IC, a chip, or a microchip) is a set of electronic circuits on one small flat piece (or "chip") of semiconductor material, usually silicon. Large numbers of tiny MOSFETs (metal–oxide–semiconductor field-effect transistors) integrate into a small chip. This results in circuits that are orders of magnitude smaller, faster, and less expensive than those constructed of discrete electronic components. The IC's mass production capability, reliability, and building-block approach to integrated circuit design has ensured the rapid adoption of standardized ICs in place of designs using discrete transistors. ICs are now used in virtually all electronic equipment and have revolutionized the world of electronics. Computers, mobile phones and other home appliances are now inextricable parts of the structure of modern societies, made possible by the small size and low cost of ICs such as modern compute ...
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Electronic Circuits
An electronic circuit is composed of individual electronic components, such as resistors, transistors, capacitors, inductors and diodes, connected by conductive wires or traces through which electric current can flow. It is a type of electrical circuit and to be referred to as ''electronic'', rather than ''electrical'', generally at least one active component must be present. The combination of components and wires allows various simple and complex operations to be performed: signals can be amplified, computations can be performed, and data can be moved from one place to another. Circuits can be constructed of discrete components connected by individual pieces of wire, but today it is much more common to create interconnections by photolithographic techniques on a laminated substrate (a printed circuit board or PCB) and solder the components to these interconnections to create a finished circuit. In an integrated circuit or IC, the components and interconnections are formed o ...
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Sweep Line Algorithm
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 Applicatio ...
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Graph Theory
In mathematics, graph theory is the study of ''graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of '' vertices'' (also called ''nodes'' or ''points'') which are connected by '' edges'' (also called ''links'' or ''lines''). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics. Definitions Definitions in graph theory vary. The following are some of the more basic ways of defining graphs and related mathematical structures. Graph In one restricted but very common sense of the term, a graph is an ordered pair G=(V,E) comprising: * V, a set of vertices (also called nodes or points); * E \subseteq \, a set of edges (also called links or lines), which are unordered pairs of vertices (that is, an edge is associated wi ...
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Divide And Conquer Algorithm
In computer science, divide and conquer is an algorithm design paradigm. A divide-and-conquer algorithm recursively breaks down a problem into two or more sub-problems of the same or related type, until these become simple enough to be solved directly. The solutions to the sub-problems are then combined to give a solution to the original problem. The divide-and-conquer technique is the basis of efficient algorithms for many problems, such as sorting (e.g., quicksort, merge sort), multiplying large numbers (e.g., the Karatsuba algorithm), finding the closest pair of points, syntactic analysis (e.g., top-down parsers), and computing the discrete Fourier transform ( FFT). Designing efficient divide-and-conquer algorithms can be difficult. As in mathematical induction, it is often necessary to generalize the problem to make it amenable to a recursive solution. The correctness of a divide-and-conquer algorithm is usually proved by mathematical induction, and its computational cost ...
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