Posted to compgeom-discuss by Paul Heckbert (ph@cs.cmu.edu) June 4, 1996:
(Thanks to Paul for providing several of the links!)

Comments on the report
"Application Challenges to Computational Geometry"
by the Computational Geometry Impact Task Force (http://www.cs.princeton.edu/~chazelle/taskforce/CGreport.ps.Z)

I like this report! First, below, my general comments on the state of computational geometry and then some specific comments on additional challenges in the areas of computer graphics and mesh generation.

General Comments on the State of Computational Geometry

I agree that computational geometry can be much more relevant and helpful to the larger scientific and engineering communities by becoming more applied and more interdisciplinary.

I believe that computational geometers too often get caught up in pointless "big Oh races". There is much, much more to the design and analysis of algorithms than asymptotic worst case analysis. Anyone who wants their algorithms to be implemented and used should keep in mind that the "n" in problem sizes is typically bounded and often quite small! Bounded because it is typically limited by current memory size on the computer, and often quite small because of the statistics of the input. Instead of spending one's time reducing log* to inverse Ackermann, wouldn't it do more good for mankind to optimize the solution to a common problem by an actual factor of 10 or 100? Constants matter! Certainly, pure theory has its place, but I believe that computational geometry has to balance theory and practice. Currently the field is out of balance, leaning too far toward theory.

As a concrete example of the difference between the theoretical mindset and the practical mindset, consider the problem of point inclusion testing within an n-sided polygon. If you asked most computational geometers (or computational geometry books) about point inclusion testing, they might say:

"it's O(log n) for concave polygons if you triangulate as a preprocess and then use Kirkpatrick's algorithm"
but if you looked in the practical computer graphics literature, specifically Eric Haines' paper "Point in Polygon Strategies" [Graphics Gems IV, Paul Heckbert, ed., Academic Press, 1994], you'd conclude:
"for small n, test against the line equation of each edge",
"for large n, use a grid data structure, and you'll typically get O(1)"
Quite a different answer!

Haines points out that typically n=3 or 4 when ray tracing surface models. Haines' paper is certainly not the last word in practical point inclusion testing, but it does provide basic, important information that cannot be found in most computational geometry texts. (Randolph Franklin has also explored practical algorithms for this problem.) Shouldn't practical algorithms for basic geometric operations be within the scope of computational geometry? Or do computational geometers prefer to let computer graphics and geographic information systems programmers claim that "territory"?

As another example, Voronoi diagrams can be computed on discrete grids, yielding an O(1) discrete nearest neighbor algorithm [Danielsson, Comp. Graph. & Image Proc., 14, 1980, 227-248]. Sometimes a discrete Voronoi is good enough. This algorithm is used in low level software for color image quantization to 8 bit pixels on some personal computers. One typically does not hear about such algorithms in computational geometry.

I propose that computational geometry research should not focus on minimization of asymptotic worst case complexity and the computation of "optimal" solutions as its primary goals, but should broaden its scope to include additional goals, among them:

Additional Challenges from Computer Graphics

Some additional research challenges from computer graphics beyond those listed in the report:

Additional Challenges from Mesh Generation

Adding to the current (very good) discussion in the report:

Software

The five Graphics Gems books contain some computational geometry code. The code is at ftp://ftp-graphics.stanford.edu/pub/Graphics/GraphicsGems/

Correction to References

The Heckbert-Garland tech report cited as [68] is now two tech reports:
Michael Garland and Paul S. Heckbert, Fast Polygonal Approximation of Terrains and Height Fields, CS Dept., Carnegie Mellon U., Sept. 1995, CMU-CS-95-181, http://www.cs.cmu.edu/~garland/scape

Paul S. Heckbert and Michael Garland, Survey of Polygonal Surface Simplification Algorithms, CS Dept., Carnegie Mellon U., to appear,

In order to encourage the discussion and reevaluation of computational geometry mentioned in the report, I hope my comments and those of others will be available somewhere on the World Wide Web in collected form. [They are! -Jeff]

Paul Heckbert (ph@cs.cmu.edu)
Computer Science Dept., Carnegie Mellon University
5000 Forbes Ave, Pittsburgh PA 15213-3891, USA
World Wide Web: http://www.cs.cmu.edu/~ph