Abstract. We consider straight-line drawings of trees on a hexagonal grid. The hexagonal grid is an extension of the common grid with inner nodes of degree six. We restrict the number of directions used for the edges from each node to its children from one to five, and to five patterns: straight, Y , ψ, X, and full. The ψ-drawings generalize hv-or strictly upward drawings to ternary trees.We show that complete ternary trees have a ψ-drawing on a square of size O(n 1.262 ) and general ternary trees can be drawn within O(n 1.631 ) area. Both bounds are optimal. Sub-quadratic bounds are also obtained for X-pattern drawings of complete tetra trees, and for full-pattern drawings of complete penta trees, which are 4-ary and 5-ary trees. These results parallel and complement the ones of Frati [8] for straight-line orthogonal drawings of ternary trees.Moreover, we provide an algorithm for compacted straight-line drawings of penta trees on the hexagonal grid, such that the direction of the edges from a node to its children is given by our patterns and these edges have the same length. However, drawing trees on a hexagonal grid within a prescribed area or with unit length edges is N P-hard.
Abstract. In stack and queue layouts the vertices of a graph are linearly ordered from left to right, where each edge corresponds to an item and the left and right end vertex of each edge represents the addition and removal of the item to the used data structure. A graph admitting a stack or queue layout is a stack or queue graph, respectively.Typical stack and queue layouts are rainbows and twists visualizing the LIFO and FIFO principles, respectively. However, in such visualizations, twists cause many crossings, which make the drawings incomprehensible. We introduce linear cylindric layouts as a visualization technique for queue and deque (double-ended queue) graphs. It provides new insights into the characteristics of these fundamental data structures and extends to the visualization of mixed layouts with stacks and queues. Our main result states that a graph is a deque graph if and only if it has a plane linear cylindric drawing.
Directed graphs are commonly drawn by a four phase framework introduced by Sugiyama et al. in 1981. The vertices are placed on parallel horizontal levels. The edge routing between consecutive levels is computed by solving one-sided 2-level crossing minimization problems, which are repeated in up and down sweeps over all levels. Crossing minimization problems are generally N P-hard.We introduce a global crossing reduction, which at any particular time considers all crossings between all levels. Our approach is based on the sifting technique. It yields an improvement of 5 -10% in the number of crossings over the level-by-level one-sided 2-level crossing reduction heuristics. In addition, it avoids type 2 conflicts which are crossings between edges whose endpoints are dummy vertices. This helps straightening long edges spanning many levels. Finally, the global crossing reduction approach can directly be extended to cyclic, radial, and clustered level graphs achieving similar improvements. The running time is quadratic in the size of the input graph, whereas the common level-by-level approaches are faster but operate on larger graphs with many dummy vertices for long edges.
Abstract. The Sugiyama framework is the most commonly used concept for visualizing directed graphs. It draws them in a hierarchical way and operates in four phases: cycle removal, leveling, crossing reduction, and coordinate assignment.However, there are situations where cycles must be displayed as such, e. g., distinguished cycles in the biosciences and processes that repeat in a daily or weekly turn. This forbids the removal of cycles. In their seminal paper Sugiyama et al. also introduced recurrent hierarchies as a concept to draw graphs with cycles. However, this concept has not received much attention since then.In this paper we investigate the leveling problem for cyclic graphs. We show that minimizing the sum of the length of all edges is N P-hard for a given number of levels and present three different heuristics for the leveling problem. This sharply contrasts the situation in the hierarchical style of drawing directed graphs, where this problem is solvable in polynomial time.
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