Quickhull Example6
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Quickhull Example6
Quickhull is a method of computing the convex hull of a finite set of points in ''n''-dimensional space. It uses a divide and conquer approach similar to that of quicksort, from which its name derives. Its worst case time complexity for 2-dimensional and 3-dimensional space is O(n^2), but when the input precision is restricted to O(\log n) bits, its worst case time complexity is conjectured to be O(n \log r), where n is the number of input points and r is the number of processed points (up to n). N-dimensional Quickhull was invented in 1996 by C. Bradford Barber, David P. Dobkin, and Hannu Huhdanpaa. It was an extension of Jonathan Scott Greenfield's 1990 planar Quickhull algorithm, although the 1996 authors did not know of his methods. Instead, Barber et al. describe it as a deterministic variant of Clarkson and Shor's 1989 algorithm. Algorithm The 2-dimensional algorithm can be broken down into the following steps: # Find the points with minimum and maximum x coordinates, a ...
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Convex Hull
In geometry, the convex hull, convex envelope or convex closure of a shape is the smallest convex set that contains it. The convex hull may be defined either as the intersection of all convex sets containing a given subset of a Euclidean space, or equivalently as the set of all convex combinations of points in the subset. For a Bounded set, bounded subset of the plane, the convex hull may be visualized as the shape enclosed by a rubber band stretched around the subset. Convex hulls of open sets are open, and convex hulls of compact sets are compact. Every compact convex set is the convex hull of its extreme points. The convex hull operator is an example of a closure operator, and every antimatroid can be represented by applying this closure operator to finite sets of points. The algorithmic problems of finding the convex hull of a finite set of points in the plane or other low-dimensional Euclidean spaces, and its projective duality, dual problem of intersecting Half-space (geome ...
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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 c ...
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Quicksort
Quicksort is an efficient, general-purpose sorting algorithm. Quicksort was developed by British computer scientist Tony Hoare in 1959 and published in 1961. It is still a commonly used algorithm for sorting. Overall, it is slightly faster than merge sort and heapsort for randomized data, particularly on larger distributions. Quicksort is a divide-and-conquer algorithm. It works by selecting a "pivot" element from the array and partitioning the other elements into two sub-arrays, according to whether they are less than or greater than the pivot. For this reason, it is sometimes called partition-exchange sort. The sub-arrays are then sorted recursively. This can be done in-place, requiring small additional amounts of memory to perform the sorting. Quicksort is a comparison sort, meaning that it can sort items of any type for which a "less-than" relation (formally, a total order) is defined. It is a comparison-based sort since elements ''a'' and ''b'' are only swapped in ca ...
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David P
David (; , "beloved one") was a king of ancient Israel and Judah and the third king of the United Monarchy, according to the Hebrew Bible and Old Testament. The Tel Dan stele, an Aramaic-inscribed stone erected by a king of Aram-Damascus in the late 9th/early 8th centuries BCE to commemorate a victory over two enemy kings, contains the phrase (), which is translated as " House of David" by most scholars. The Mesha Stele, erected by King Mesha of Moab in the 9th century BCE, may also refer to the "House of David", although this is disputed. According to Jewish works such as the '' Seder Olam Rabbah'', '' Seder Olam Zutta'', and ''Sefer ha-Qabbalah'' (all written over a thousand years later), David ascended the throne as the king of Judah in 885 BCE. Apart from this, all that is known of David comes from biblical literature, the historicity of which has been extensively challenged,Writing and Rewriting the Story of Solomon in Ancient Israel; by Isaac Kalimi; page 32; ...
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Animation Depicting The Quickhull Algorithm
Animation is a filmmaking technique whereby image, still images are manipulated to create Motion picture, moving images. In traditional animation, images are drawn or painted by hand on cel, transparent celluloid sheets to be photographed and exhibited on film. Animation has been recognised as an artistic medium, specifically within the Entertainment#Industry, entertainment industry. Many animations are either traditional animations or computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms. Animation is contrasted with live action, although the two do not exist in isolation. Many moviemakers have produced Live-action animation, films that are a hybrid of the two. As CGI increasingly Photorealism, approximates photographic imagery, filmmakers can easily Compositing, composite 3D animations into their film rather than using practical effects for showy visual effects (VFX). ...
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