1152570
Layouts of Graph Subdivisions
A k-stack layout (respectively, k-queue layout) of a graph consists of a total order of the vertices, and a partition of the edges into k sets of non-crossing (non-nested) edges with respect to the vertex ordering. A k-track layout of a graph consists of a vertex k-colouring, and a total order of each vertex colour class, such that between each pair of colour classes no two edges cross. The stack-number (respectively, queue-number, track-number) of a graph G, denoted by sn(G) (qn(G), tn(G)) is the minimum k such that G has a k-stack (k-queue, k-track) layout. This paper studies stack, queue, and track layouts of graph subdivisions. It is known that every graph has a 3-stack subdivision. The best known upper bound on the number of division vertices per edge in a 3-stack subdivision of an n-vertex graph G is improved from $\mathcal{O}({\rm log} n) to \mathcal{O}({\rm log min}\{sn(G), qn(G)\})$. This result reduces the question of whether queue-number is bounded by stack-number to whether 3-stack graphs have bounded queue number. It is proved that every graph has a 2-queue subdivision, a 4-track subdivision, and a mixed 1-stack 1-queue subdivision. All these values are optimal for every non-planar graph. In addition, we characterise those graphs with k-stack, k-queue, and k-track subdivisions, for all values of k. The number of division vertices per edge in the case of 2-queue and 4-track subdivisions, namely $\mathcal{O}({\rm log}{\sf qn}(G))$, is optimal to within a constant factor, for every graph G. Applications to 3D polyline grid drawings are presented. For example, it is proved that every graph G has a 3D polyline grid drawing with the vertices on a rectangular prism, and with $\mathcal{O}({\rm log}{\sf qn}(G))$.
122961893
Lower Bounds for the Number of Bends in Three-Dimensional Orthogonal Graph Drawings
45354174
On the Parameterized Complexity of Layered Graph Drawing
We consider graph drawings in which vertices are assigned to layers and edges are drawn as straight line-segments between vertices on adjacent layers. We prove that graphs admitting crossing-free h-layer drawings (for fixed h) have bounded pathwidth. We then use a path decomposition as the basis for a linear-time algorithm to decide if a graph has a crossing-free h-layer drawing (for fixed h). This algorithm is extended to solve a large number of related problems, including allowing at most k crossings, or removing at most r edges to leave a crossing-free drawing (for fixed k or r). If the number of crossings or deleted edges is a non-fixed parameter then these problems are NP-complete. For each setting, we can also permit downward drawings of directed graphs and drawings in which edges may span multiple layers, in which case the total span or the maximum span of edges can be minimized. In contrast to the so-called Sugiyama method for layered graph drawing, our algorithms do not assume a preassignment of the vertices to layers.
341729
Lower Bounds for the Number of Bends in Three-Dimensional Orthogonal Graph Drawings
In this paper we present the first non-trivial lower bounds for the total number of bends in 3-D orthogonal drawings of maximum degree six graphs. In particular, we prove lower bounds for the number of bends in 3-D orthogonal drawings of complete simple graphs and multigraphs, which are tight in most cases. These result are used as the basis for the construction of infinite classes of c-connected simple graphs and multigraphs (2 ≤ c ≤ 6) of maximum degree Δ (3 ≤ Δ ≤ 6) with lower bounds on the total number of bends for all members of the class. We also present lower bounds for the number of bends in general position 3-D orthogonal graph drawings. These results have significant ramifications for the '2-bends' problem, which is one of the most important open problems in the field.
123081730
Simultaneous diagonal flips in plane triangulations
Simultaneous diagonal flips in plane triangulations are investigated. It is proved that every triangulation with at least six vertices has a simultaneous flip into a 4-connected triangulation, and that it can be computed in linear time. It follows that every triangulation has a simultaneous flip into a Hamiltonian triangulation. This result is used to prove that for any two n-vertex triangulations, there exists a sequence of O(log n) simultaneous flips to transform one into the other. The total number of edges flipped in this sequence is O(n). The maximum size of a simultaneous flip is then studied. It is proved that every triangulation has a simultaneous flip of at least 1/3(n − 2) edges. On the other hand, every simultaneous flip has at most n − 2 edges, and there exist triangulations with a maximum simultaneous flip of 6/7 (n − 2) edges.
32158792
An Algorithm for Three-Dimensional Orthogonal Graph Drawing
In this paper we present an algorithm for 3-dimensional orthogonal graph drawing based on the movement of vertices from an initial layout along the main diagonal of a cube. For an n-vertex m-edge graph with maximum degree six, the algorithm produces drawings with bounding box volume at most 2:37n3 and with a total of 7m/3 bends, using no more than 4 bends per edge route. For maximum degree five graphs the bounding box has volume n3 and each edge route has two bends. These results establish new bounds for 3-dimensional orthogonal graph drawing algorithms and improve on some existing bounds.
12635352
Planar Strong Visibility
Strong visibility is a generalization of standard visibility, defined with respect to a fixed set of line orientations. We investigate computational properties of this generalized visibility, as well as the related notion of strong convexity, and describe algorithms for the following tasks: 1. Testing the strong visibility of two points in a polygon. 2. Finding the strong convex hull of a point set or polygon. 3. Constructing the strong kernel of a polygon. 4. Identifying the points that are strongly visible from a given point.
39074040
Pure Grammars
12582971
Stabbing line segments
An algorithm for the geometric problem of determining a line (called a stabbing line) which intersects each ofn given line segments in the plane is presented. As a matter of fact, the algorithm computes a description of all stabbing lines. A purely geometric fact is proved which infers that this description requiresO(n) space to be specified. Our algorithm computes it inO(n logn) time which is optimal in the worst case.Using the description of the stabbing lines, we are able to decide inO(logn) time whether or not a specified line is a stabbing line. Finally, the problem of maintaining the description of all stabbing lines while inserting and deleting line segments is addressed.
8648546
Variability in architectural simulations of multi-threaded workloads
Multi-threaded commercial workloads implement many important Internet services. Consequently, these workloads are increasingly used to evaluate the performance of uniprocessor and multiprocessor system designs. This paper identifies performance variability as a potentially major challenge for architectural simulation studies using these workloads. Variability refers to the differences between multiple estimates of a workload's performance. Time variability occurs when a workload exhibits different characteristics during different phases of a single run. Space variability occurs when small variations in timing cause runs starting from the same initial condition to follow widely different execution paths. Variability is a well-known phenomenon in real systems, but is nearly universally ignored in simulation experiments. In a central result of this paper we show that variability in multi-threaded commercial workloads can lead to incorrect architectural conclusions (e.g., 31% of the time in one experiment). We propose a methodology, based on multiple simulations and standard statistical techniques, to compensate for variability. Our methodology greatly reduces the probability of reaching incorrect conclusions, while enabling simulations to finish within reasonable time limits.
206472202
Addressing Workload Variability in Architectural Simulations
The inherent variability of multithreaded commercial workloads can lead to incorrect results in architectural simulation studies. Although most architectural simulation studies ignore space variability's effects, our results demonstrate that space variability has serious implications for architectural simulation studies using multithreaded workloads. The standard solution - running long enough - does not easily apply to simulation because of its enormous slowdown. To address this problem, we propose a simulation methodology combining multiple simulations with standard statistical techniques, such as confidence intervals and hypothesis testing. This methodology greatly decreases the probability of drawing incorrect conclusions, and permits reasonable simulation times given sufficient simulation hosts.