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Normal surface theory is a central tool in algorithmic three-dimensional topology, and the enumeration of vertex normal surfaces is the computational bottleneck in many important algorithms. However, it is not well understood how the number…
Meshes composed of well-centered simplices have nice orthogonal dual meshes (the dual Voronoi diagram). This is useful for certain numerical algorithms that prefer such primal-dual mesh pairs. We prove that well-centered meshes also have…
This paper introduces path triangulation of points in a bounded, simply connected surface region, replacing ordinary triangles in a Delaunay triangulation with path triangles from homotopy theory. A {\bf path triangle} has a border that is…
This paper considers stochastic first-order algorithms for convex-concave minimax problems of the form $\min_{\bf x}\max_{\bf y}f(\bf x, \bf y)$, where $f$ can be presented by the average of $n$ individual components which are $L$-average…
Consider a graph drawn on a surface (for example, the plane minus a finite set of obstacle points), possibly with crossings. We provide an algorithm to decide whether such a drawing can be untangled, namely, if one can slide the vertices…
How good is a triangulation as an approximation of a smooth curved surface or manifold? We provide bounds on the {\em interpolation error}, the error in the position of the surface, and the {\em normal error}, the error in the normal…
We initiate a statistical study of Kalai's exterior algebraic shifting, focusing on concentration phenomena for random triangulations of a fixed space. First, for a uniform $n$-vertex refinement of any given graph $G$, we show that…
We apply state-of-the-art computational geometry methods to the problem of reconstructing a time-varying sea surface from tide gauge records. Our work builds on a recent article by Nitzke et al.~(Computers \& Geosciences, 157:104920, 2021)…
In computer graphics, smooth data reconstruction on 2D or 3D manifolds usually refers to subdivision problems. Such a method is only valid based on dense sample points. The manifold usually needs to be triangulated into meshes (or patches)…
We present a computational approach for unfolding 3D shapes isometrically into the plane as a single patch without overlapping triangles. This is a hard, sometimes impossible, problem, which existing methods are forced to soften by allowing…
A family of the Block Matching 3-D (BM3D) algorithms for various imaging problems has been recently proposed within the framework of nonlocal patch-wise image modeling [1], [2]. In this paper we construct analysis and synthesis frames,…
A new O(nlog(n)) algorithm is presented for performing Delaunay triangulation of sets of 2D points. The novel component of the algorithm is a radially propagating \emph{sweep-hull} (sequentially created from the radially sorted set of 2D…
In this paper, we consider constrained optimization problems with convex, smooth objective and constraints. We propose a new stochastic gradient algorithm, called the Stochastic Moving Ball Approximation (SMBA) method, to solve this class…
This paper describes a node relocation algorithm based on nonlinear optimization which delivers excellent results for both unstructured and structured plane triangle meshes over convex as well as non-convex domains with high curvature. The…
Let $M$ be a smooth manifold, smoothly triangulated by a simplicial complex $K$, and $\cA$ a transitive Lie algebroid on $M$. The Lie algebroid restriction of $\cA$ to a simplex $\Delta$ of $K$ is denoted by $\cA^{!!}_{\Delta}$. A piecewise…
We describe a Monte Carlo procedure for the simulation of dynamically triangulate random surfaces with a boundary (topology of a disk). The algorithm keeps the total number of triangles fixed, while the length of the boundary is allowed to…
Delaunay triangulations of a point set in the Euclidean plane are ubiquitous in a number of computational sciences, including computational geometry. Delaunay triangulations are not well defined as soon as 4 or more points are concyclic but…
This paper proposes a method for computing the visible occluding contours of subdivision surfaces. The paper first introduces new theory for contour visibility of smooth surfaces. Necessary and sufficient conditions are introduced for when…
We present a novel approach named TBase for smoothing planar and surface quadrilateral meshes. Our motivation is that the best shape of quadrilateral element (square) can be virtually divided into a pair of equilateral right triangles by…
We start by considering the problem of estimating intrinsic distances on a smooth submanifold. We show that minimax optimality can be obtained via a reconstruction of the surface, and discuss the use of a particular mesh construction -- the…