Let D be a weighted directed graph cellularly embedded in a surface of genus g, orientable or not, possibly with boundary. We describe algorithms to compute a shortest non-contrac...
— A central problem of applications dealing with virtual environments is planning a collision-free path for a character. Since environments and their characters are growing more ...
Let G = (V, E, w) be a directed graph, where w : V → R is an arbitrary weight function defined on its vertices. The bottleneck weight, or the capacity, of a path is the smalles...
Let G = (V, E) be an weighted undirected graph on n vertices and m edges, and let dG be its shortest path metric. We present two simple deterministic algorithms for approximating ...
Let G be an unweighted graph of complexity n cellularly embedded in a surface (orientable or not) of genus g. We describe improved algorithms to compute (the length of) a shortest...