Geometric graphs blend graph theory and computational geometry , representing spatial relationships as vertices and edges in Euclidean space. They're crucial for modeling real-world structures like road networks and circuit layouts, capturing spatial connectivity efficiently.
The Bentley-Ottmann algorithm is a key tool for detecting intersections in geometric graphs. It uses a plane sweep approach to find all intersections between line segments, running in O((n + k) log n) time, where n is the number of segments and k is the number of intersections.
Fundamentals of geometric graphs
Geometric graphs combine principles from graph theory and computational geometry
Represent spatial relationships between objects as vertices and edges in Euclidean space
Edges typically correspond to straight line segments between vertices
Euclidean graphs
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Graphs embedded in Euclidean space with vertices as points and edges as straight line segments
Edge weights often correspond to Euclidean distances between vertices
Useful for modeling road networks, circuit layouts, and other spatial structures
Proximity graphs
Graphs where edges are determined by proximity relationships between vertices
Include structures like Delaunay triangulations and nearest neighbor graphs
Capture local connectivity information in point sets
Geometric spanners
Subgraphs that approximate distances in the original graph within a constant factor
Provide efficient approximations for shortest path problems
Balance between sparsity and distance preservation
Theta graphs
Divide space around each vertex into cones and connect to closest vertex in each cone
Guaranteed spanning ratio depending on number of cones used
Efficient to construct and query for approximate shortest paths
Yao graphs
Similar to Theta graphs but connect to k nearest neighbors in each cone
Provide trade-off between spanner quality and number of edges
Used in wireless network topology control
Minimum spanning trees
Connect all vertices with minimum total edge weight
Fundamental structure in network design and clustering
Euclidean MST
Minimum spanning tree where edge weights are Euclidean distances
Can be computed efficiently using Delaunay triangulation
Applications in facility location and image segmentation
Relative neighborhood graph
Connect two points if no other point is closer to both
Superset of Euclidean MST with bounded spanning ratio
Useful in pattern recognition and wireless networking
Delaunay graphs
Dual graph of the Voronoi diagram of a point set
Maximizes the minimum angle of all triangles in the triangulation
Relationship to Voronoi diagrams
Edges in Delaunay graph correspond to adjacent Voronoi cells
Vertices of Voronoi diagram are circumcenters of Delaunay triangles
Provides efficient way to compute nearest neighbors
Properties and applications
Guaranteed to contain the Euclidean minimum spanning tree
Used in mesh generation for finite element methods
Applications in terrain modeling and spatial interpolation
Gabriel graphs
Connect two points if their diametral circle contains no other points
Subgraph of Delaunay triangulation with similar properties
Construction algorithms
Can be constructed in O(n log n) time using Voronoi diagram
Incremental algorithms available for dynamic point sets
Efficient parallel construction algorithms exist
Applications in networking
Used in topology control for wireless networks
Provide good trade-off between connectivity and power efficiency
Basis for localized routing algorithms in ad hoc networks
Intersection graphs
Represent intersections between geometric objects as graph edges
Capture spatial relationships in various geometric structures
Unit disk graphs
Connect vertices if their unit disks intersect
Model wireless network connectivity
NP-hard problems on general graphs often tractable on unit disk graphs
Visibility graphs
Connect vertices if they are visible to each other (unobstructed line of sight)
Used in motion planning and shortest path computations
Efficient construction using plane sweep algorithms
Geometric thickness
Minimum number of planar subgraphs needed to cover all edges of a graph
Measures how close a graph is to being planar
Book thickness
Minimum number of pages needed to embed a graph without edge crossings
Related to stack number in graph drawing
Known bounds for various graph classes (planar, complete, etc.)
Geometric thickness of complete graphs
Grows as Θ(√n) for complete graphs on n vertices
Tight bounds known for small values of n
Open problems remain for exact values in general case
Geometric routing
Routing algorithms that use only local geometric information
Crucial for distributed systems and ad hoc networks
Greedy routing
Forward message to neighbor closest to destination
Simple to implement but can fail to reach destination
Guaranteed to work on certain geometric graphs (Delaunay triangulations)
Face routing
Route along faces of planar graph to guarantee delivery
Combine with greedy routing for improved average-case performance
Basis for many practical geometric routing algorithms
Time complexity analysis
Construction algorithms
Many geometric graph algorithms have O(n log n) time complexity
Lower bounds often Ω(n log n) due to sorting requirements
Some structures (Delaunay triangulation) have O(n) expected time algorithms
Query algorithms
Efficient data structures enable O(log n) time for many queries
Trade-offs between construction time, space, and query time
Approximate queries often allow for faster algorithms
Space complexity considerations
Many geometric graph structures require O(n) space
Some applications need compact representations for large datasets
Succinct data structures balance space usage and query efficiency
Planar graphs in geometry
Straight-line embeddings
Every planar graph can be drawn with straight-line edges without crossings
Fáry's theorem guarantees existence on integer grid of size O(n) × O(n)
Efficient algorithms exist for constructing such embeddings
Tutte embedding
Produces convex drawings of 3-connected planar graphs
Based on solving system of linear equations
Guarantees aesthetic properties like face convexity
Geometric graph coloring
Chromatic number of geometric graphs
Often lower than for general graphs due to geometric constraints
Unit disk graphs always 6-colorable, often 3 or 4 colors suffice
Intersection graphs of geometric objects have bounded chromatic number
Conflict-free coloring
Assign colors so any neighborhood has a unique color
Applications in frequency assignment for wireless networks
Logarithmic number of colors often sufficient
Geometric graph drawing
Force-directed methods
Model graph as physical system with repulsive and attractive forces
Iteratively adjust vertex positions to minimize energy
Produce aesthetically pleasing layouts for many graphs
Spectral drawing
Use eigenvectors of graph Laplacian to determine vertex positions
Efficient for large graphs with good algebraic connectivity
Often combined with force-directed methods for refinement