Content deleted Content added
Interwiki |
No edit summary |
||
(44 intermediate revisions by 29 users not shown) | |||
Line 1:
{{Short description|Class of algorithms which use a moving line to solve geometrical problems}}
In [[computational geometry]], a '''sweep line algorithm''' or '''plane sweep algorithm''' is a type of algorithm 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.▼
[[File:Sweep-line-algorithm.gif|frame|right|Animation of [[Fortune's algorithm]], a sweep line technique for constructing [[Voronoi diagram]]s.]]
▲In [[computational geometry]], a '''sweep line algorithm''' or '''plane sweep algorithm''' is
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. ▼
▲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.
==Applications==
| last1 = Shamos | first1 = Michael I. | author1-link = Michael Ian Shamos
| last2 = Hoey | first2 = Dan
| contribution = Geometric intersection problems
| doi = 10.1109/SFCS.1976.16
| pages = 208–215
| title = Proc. 17th IEEE Symp. Foundations of Computer Science (FOCS '76)
| year = 1976| s2cid = 124804 | url = http://euro.ecom.cmu.edu/shamos.html }}.</ref> The closely related [[Bentley–Ottmann algorithm]] uses a sweep line technique to report all {{mvar|K}} intersections among any {{mvar|N}} segments in the plane in time complexity of {{math|O((''N'' + ''K'') log ''N'')}} and space complexity of {{math|O(''N'')}}.<ref>{{citation
| last = Souvaine | first = Diane | author-link = Diane Souvaine
| title = Line Segment Intersection Using a Sweep Line Algorithm
| url = https://www.cs.tufts.edu/comp/163/notes05/seg_intersection_handout.pdf
| year = 2008}}.</ref>
Since then, this approach
==Generalizations and extensions==
Topological sweeping is a form of plane sweep with a simple ordering of processing points, which avoids the necessity of completely sorting the points; it allows some sweep line algorithms to be performed more efficiently.
The [[rotating calipers]] technique for designing geometric algorithms may also be interpreted as a form of the plane sweep, in the [[projective dual]] of the input plane: a form of projective duality transforms the slope of a line in one plane into the ''x''-coordinate of a point in the dual plane, so the progression through lines in sorted order by their slope as performed by a rotating calipers algorithm is dual to the progression through points sorted by their ''x''-coordinates in a plane sweep algorithm.<ref>{{cite conference
| last1 = Cheung | first1 = Yam Ki
| last2 = Daescu | first2 = Ovidiu
| editor1-last = Goldberg | editor1-first = Andrew V.
| editor2-last = Zhou | editor2-first = Yunhong
| contribution = Line segment facility ___location in weighted subdivisions
| doi = 10.1007/978-3-642-02158-9_10
| pages = 100–113
| publisher = Springer (1)
| series = Lecture Notes in Computer Science
| title = Algorithmic Aspects in Information and Management, 5th International Conference, AAIM 2009, San Francisco, CA, USA, June 15-17, 2009. Proceedings
| volume = 5564
| year = 2009}}</ref>
The sweeping approach may be generalised to higher dimensions.<ref>{{cite arXiv |last=Sinclair |first=David |eprint=1602.04707 |title=A 3D Sweep Hull Algorithm for computing Convex Hulls and Delaunay Triangulation |class=cs.CG |date=2016-02-11}}</ref>
==References==
{{reflist}}{{Algorithmic paradigms}}
[[Category:Geometric algorithms]]
[[Category:1976 in computing]]
|