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  2. Point location - Wikipedia

    en.wikipedia.org/wiki/Point_location

    An arrangement of n hyperplanes defines O(n d) cells, but point location can be performed in O(log n) time with O(n d) space by using Chazelle's hierarchical cuttings. Another special type of subdivision is called rectilinear (or orthogonal) subdivision. In a rectilinear subdivision, all edges are parallel to one of the d orthogonal axis.

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    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  4. Prime number theorem - Wikipedia

    en.wikipedia.org/wiki/Prime_number_theorem

    The first such distribution found is π(N) ~ ⁠ N / log(N) ⁠, where π(N) is the prime-counting function (the number of primes less than or equal to N) and log(N) is the natural logarithm of N. This means that for large enough N , the probability that a random integer not greater than N is prime is very close to 1 / log( N ) .

  5. Convex hull algorithms - Wikipedia

    en.wikipedia.org/wiki/Convex_hull_algorithms

    Monotone chain, a.k.a. Andrew's algorithm — O(n log n) Published in 1979 by A. M. Andrew. The algorithm can be seen as a variant of Graham scan which sorts the points lexicographically by their coordinates. When the input is already sorted, the algorithm takes O(n) time. Incremental convex hull algorithm — O(n log n) Published in 1984 by ...

  6. Fortune's algorithm - Wikipedia

    en.wikipedia.org/wiki/Fortune's_algorithm

    Fortune's algorithm is a sweep line algorithm for generating a Voronoi diagram from a set of points in a plane using O(n log n) time and O(n) space. [1] [2] It was originally published by Steven Fortune in 1986 in his paper "A sweepline algorithm for Voronoi diagrams." [3]

  7. Delaunay triangulation - Wikipedia

    en.wikipedia.org/wiki/Delaunay_triangulation

    Using some clever tricks, the merge operation can be done in time O(n), so the total running time is O(n log n). [17] For certain types of point sets, such as a uniform random distribution, by intelligently picking the splitting lines the expected time can be reduced to O(n log log n) while still maintaining worst-case performance.

  8. k-d tree - Wikipedia

    en.wikipedia.org/wiki/K-d_tree

    Removing a point from a balanced k-d tree takes O(log n) time. Querying an axis-parallel range in a balanced k-d tree takes O(n 1−1/k +m) time, where m is the number of the reported points, and k the dimension of the k-d tree. Finding 1 nearest neighbour in a balanced k-d tree with randomly distributed points takes O(log n) time on average.

  9. Nearest neighbor search - Wikipedia

    en.wikipedia.org/wiki/Nearest_neighbor_search

    For constant dimension query time, average complexity is O(log N) [6] in the case of randomly distributed points, worst case complexity is O(kN^(1-1/k)) [7] Alternatively the R-tree data structure was designed to support nearest neighbor search in dynamic context, as it has efficient algorithms for insertions and deletions such as the R* tree. [8]