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Interval Tree
In computer science, an interval tree is a tree data structure to hold intervals. Specifically, it allows one to efficiently find all intervals that overlap with any given interval or point. It is often used for windowing queries, for instance, to find all roads on a computerized map inside a rectangular viewport, or to find all visible elements inside a three-dimensional scene. A similar data structure is the segment tree. The trivial solution is to visit each interval and test whether it intersects the given point or interval, which requires O(n) time, where n is the number of intervals in the collection. Since a query may return all intervals, for example if the query is a large interval intersecting all intervals in the collection, this is asymptotically optimal; however, we can do better by considering output-sensitive algorithms, where the runtime is expressed in terms of m, the number of intervals produced by the query. Interval trees have a query time of O(\log n + m) and ...
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Computer Science
Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, applied disciplines (including the design and implementation of Computer architecture, hardware and Software engineering, software). Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of re ...
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Example Of Augmented Tree With Low Value As The Key And Maximum High As Extra Annotation
Example may refer to: * ''exempli gratia'' (e.g.), usually read out in English as "for example" * .example, reserved as a domain name that may not be installed as a top-level domain of the Internet ** example.com, example.net, example.org, and example.edu: second-level domain names reserved for use in documentation as examples * HMS ''Example'' (P165), an Archer-class patrol and training vessel of the Royal Navy Arts * ''The Example'', a 1634 play by James Shirley * ''The Example'' (comics), a 2009 graphic novel by Tom Taylor and Colin Wilson * Example (musician), the British dance musician Elliot John Gleave (born 1982) * ''Example'' (album), a 1995 album by American rock band For Squirrels See also * Exemplar (other), a prototype or model which others can use to understand a topic better * Exemplum, medieval collections of short stories to be told in sermons * Eixample The Eixample (, ) is a district of Barcelona between the old city (Ciutat Vella) a ...
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Michael Ian Shamos
Michael Ian Shamos (born April 21, 1947) is an American mathematician, attorney, book author, journal editor, consultant and company director. He is (with Franco P. Preparata) the author of ''Computational Geometry'' (Springer-Verlag, 1985), which was for many years the standard textbook in computational geometry, and is known for the Shamos–Hoey sweep line algorithm for line segment intersection detection and for the rotating calipers technique for finding the width and diameter of a geometric figure. His publications also include works on electronic voting, the game of billiards, and intellectual property law in the digital age. He was a fellow of Sigma Xi (1974–83), had an IBM Fellowship at Yale University (1974–75), was SIAM National Lecturer (1977–78), distinguished lecturer in computer science at the University of Rochester (1978), visited McGill University (1979), and belonged to the Duquesne University Law Review (1980–81). He won the first annual Black & Whit ...
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Franco P
Franco may refer to: Name * Franco (name) * Francisco Franco (1892–1975), Spanish general and dictator of Spain from 1939 to 1975 * Franco Luambo (1938–1989), Congolese musician, the "Grand Maître" * Franco of Cologne (mid to late 13th century), German music theorist Prefix * Franco, a prefix used when referring to France, a country ** Franco, a prefix used when referring to French people and their diaspora, e.g. Franco-Americans, Franco-Mauritians * Franco, a prefix used when referring to Franks, a West Germanic tribe Places * Franco (Mirandela), a village in Portugal * El Franco, a municipality of Asturias in Spain * Presidente Franco District, in Paraguay * Franco, Virginia, an unincorporated community, in the United States Other uses * Franco (band), Filipino band * Franco (''General Hospital''), a fictional character on the American soap opera ''General Hospital'' * Franco, the Luccan franc, a 19th-century currency of Lucca, Italy * ''Franco, Ciccio e il pir ...
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Otfried Schwarzkopf
Otfried Cheong (; formerly Otfried Schwarzkopf) is a German computational geometer working in South Korea at KAIST. He is known as one of the authors of the widely used computational geometry textbook ''Computational Geometry: Algorithms and Applications'' (with Mark de Berg, Marc van Kreveld, and Mark Overmars) and as the developer of Ipe, a vector graphics editor. Cheong completed his doctorate from the Free University of Berlin in 1992 under the supervision of Helmut Alt. He joined KAIST in 2005, after previously holding positions at Utrecht University, Pohang University of Science and Technology, Hong Kong University of Science and Technology, and the Eindhoven University of Technology. Cheong was co-chair of the Symposium on Computational Geometry in 2006, with Nina Amenta. In 2017 he was recognized by the Association for Computing Machinery The Association for Computing Machinery (ACM) is a US-based international learned society for computing. It was founded in ...
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Mark Overmars
Markus Hendrik "Mark" Overmars (; born 29 September 1958) is a Dutch computer scientist and teacher of game programming known for his game development application GameMaker. GameMaker allows users to create computer games using a drag-and-drop interface. He is the former head of the ''Center for Geometry, Imaging, and Virtual Environments'' at Utrecht University in the Netherlands. This research center focuses on computational geometry and its applications in areas such as computer graphics, robotics, geographic information systems, imaging, multimedia, virtual environments, and games. Overmars received his Ph.D. in 1983 from Utrecht University under the supervision of Jan van Leeuwen, and remained a faculty member at the same university until September 2013. Overmars has published over 100 journal papers, largely on computational geometry, and is a co-author of several widely used textbooks on the subject. Overmars has also worked in robotics. He was the first to develop t ...
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Marc Van Kreveld
Marc Johan van Kreveld is a Dutch computational geometer, known as one of the authors of the textbook ''Computational Geometry: Algorithms and Applications'' (with Mark de Berg, Otfried Cheong, and Mark Overmars, Springer, 1997; 3rd ed., 2008). Van Kreveld completed his Ph.D. in 1992 at Utrecht University. His dissertation, ''New Results on Data Structures in Computational Geometry'', was supervised by Mark Overmars. He is a professor of computer science at Utrecht University. With Ferran Hurtado, van Kreveld was co-chair of the 2011 Symposium on Computational Geometry. He has also worked in geographic information system A geographic information system (GIS) consists of integrated computer hardware and Geographic information system software, software that store, manage, Spatial analysis, analyze, edit, output, and Cartographic design, visualize Geographic data ...s, and (with Jürg Nievergelt, Thomas Roos, and Peter Widmayer) is the author of the textbook ''Algorithmic F ...
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Mark De Berg
Mark de Berg is a Dutch computational geometer, known as one of the authors of the textbook ''Computational Geometry: Algorithms and Applications'' (with Otfried Cheong, Marc van Kreveld, and Mark Overmars, Springer, 1997; 3rd ed., 2008). De Berg completed his Ph.D. in 1992 at Utrecht University. His dissertation, ''Efficient Algorithms for Ray Shooting and Hidden Surface Removal'', was supervised by Mark Overmars. He is a professor of computer science at the Eindhoven University of Technology. With David Mount, de Berg was co-chair of the 2003 Symposium on Computational Geometry The International Symposium on Computational Geometry (SoCG) is an academic conference in computational geometry. Today its acronym is pronounced "sausage." It was founded in 1985, with the program committee consisting of David Dobkin, Joseph O'Rou .... References External linksHome page* {{DEFAULTSORT:Berg, Mark De Year of birth missing (living people) Living people Dutch computer scientists ...
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Binary Heap
A binary heap is a heap (data structure), heap data structure that takes the form of a binary tree. Binary heaps are a common way of implementing priority queues. The binary heap was introduced by J. W. J. Williams in 1964 as a data structure for implementing heapsort. A binary heap is defined as a binary tree with two additional constraints: *Shape property: a binary heap is a ''complete binary tree''; that is, all levels of the tree, except possibly the last one (deepest) are fully filled, and, if the last level of the tree is not complete, the nodes of that level are filled from left to right. *Heap property: the key stored in each node is either greater than or equal to (≥) or less than or equal to (≤) the keys in the node's children, according to some total order. Heaps where the parent key is greater than or equal to (≥) the child keys are called ''max-heaps''; those where it is less than or equal to (≤) are called ''min-heaps''. Efficient (that is, logarithmic tim ...
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Kd-tree
In computer science, a ''k''-d tree (short for ''k-dimensional tree'') is a space-partitioning data structure for organizing points in a ''k''-dimensional space. K-dimensional is that which concerns exactly k orthogonal axes or a space of any number of dimensions. ''k''-d trees are a useful data structure for several applications, such as: * Searches involving a multidimensional search key (e.g. range searches and nearest neighbor searches) & * Creating point clouds. ''k''-d trees are a special case of binary space partitioning trees. Description The ''k''-d tree is a binary tree in which ''every'' node is a ''k''-dimensional point. Every non-leaf node can be thought of as implicitly generating a splitting hyperplane that divides the space into two parts, known as half-spaces. Points to the left of this hyperplane are represented by the left subtree of that node and points to the right of the hyperplane are represented by the right subtree. The hyperplane direction is ...
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Tree Rotation
In discrete mathematics, tree rotation is an operation on a binary tree that changes the structure without interfering with the order of the elements. A tree rotation moves one node up in the tree and one node down. It is used to change the shape of the tree, and in particular to decrease its height by moving smaller subtrees down and larger subtrees up, resulting in improved performance of many tree operations. There exists an inconsistency in different descriptions as to the definition of the direction of rotations. Some say that the direction of rotation reflects the direction that a node is moving upon rotation (a left child rotating into its parent's location is a right rotation) while others say that the direction of rotation reflects which subtree is rotating (a left subtree rotating into its parent's location is a left rotation, the opposite of the former). This article takes the approach of the directional movement of the rotating node. Illustration The right rotation ...
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Self-balancing Binary Search Tree
In computer science, a self-balancing binary search tree (BST) is any node-based binary search tree that automatically keeps its height (maximal number of levels below the root) small in the face of arbitrary item insertions and deletions.Donald Knuth. '' The Art of Computer Programming'', Volume 3: ''Sorting and Searching'', Second Edition. Addison-Wesley, 1998. . Section 6.2.3: Balanced Trees, pp.458–481. These operations when designed for a self-balancing binary search tree, contain precautionary measures against boundlessly increasing tree height, so that these abstract data structures receive the attribute "self-balancing". For height-balanced binary trees, the height is defined to be logarithmic O(\log n) in the number n of items. This is the case for many binary search trees, such as AVL trees and red–black trees. Splay trees and treaps are self-balancing but not height-balanced, as their height is not guaranteed to be logarithmic in the number of items. Self-bal ...
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