E-Book, Englisch, 367 Seiten, eBook
Berg / Kreveld / Overmars Computational Geometry
Erscheinungsjahr 2013
ISBN: 978-3-662-03427-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
Algorithms and Applications
E-Book, Englisch, 367 Seiten, eBook
ISBN: 978-3-662-03427-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
Computational geometry emerged from the field of algorithms design and anal ysis in the late 1970s. It has grown into a recognized discipline with its own journals, conferences, and a large community of active researchers. The suc cess of the field as a research discipline can on the one hand be explained from the beauty of the problems studied and the solutions obtained, and, on the other hand, by the many application domains--computer graphics, geographic in formation systems (GIS), robotics, and others-in which geometric algorithms play a fundamental role. For many geometric problems the early algorithmic solutions were either slow or difficult to understand and implement. In recent years a number of new algorithmic techniques have been developed that improved and simplified many of the previous approaches. In this textbook we have tried to make these modem algorithmic solutions accessible to a large audience. The book has been written as a textbook for a course in computational geometry, but it can also be used for self-study.
Zielgruppe
Graduate
Autoren/Hrsg.
Weitere Infos & Material
1 Computational Geometry: Introduction.- 2 Line Segment Intersection: Thematic Map Overlay.- 3 Polygon Triangulation: Guarding an Art Gallery.- 4 Linear Programming: Manufacturing with Molds.- 5 Orthogonal Range Searching: Querying a Database.- 6 Point Location: Knowing Where You Are.- 7 Voronoi Diagrams: The Post Office Problem.- 8 Arrangements and Duality: Supersampling in Ray Tracing.- 9 Delaunay Triangulations: Height Interpolation.- 10 More Geometric Data Structures: Windowing.- 11 Convex Hulls: Mixing Things.- 12 Binary Space Partitions: The Painter’s Algorithm.- 13 Robot Motion Planning: Getting Where You Want to Be.- 14 Quadtrees: Non-Uniform Mesh Generation.- 15 Visibility Graphs: Finding the Shortest Route.- 16 Simplex Range Searching: Windowing Revisited.