Geometry¶
Deep
Geometry becomes much easier once you treat it as a small set of trusted primitives plus a few recurring structures.
Use This Area When¶
- the clean solution is about points, lines, orientation, or area relations
- most of the difficulty is in conventions, predicates, and degeneracy handling
- the problem can stay integer if you choose the right primitives
Start With One Route¶
| If your bottleneck is... | Open first | Then |
|---|---|---|
| basic predicates and conventions | Vector And Orientation | Segment Intersection, Polygon Area And Point Location |
| hull and convex reasoning | Convex Hull | Minkowski Sum, then Half-Plane Intersection |
| event ordering and global distance | Sweep Line | Nearest Pair of Points, Counting Geometry |
Core Progression¶
Core first- Vector And Orientation
- Segment Intersection
-
Polygon Area And Point Location
-
Then add - Convex Hull
- Sweep Line
- Nearest Pair of Points
-
Counting Geometry
-
Deep later - Minkowski Sum
- Half-Plane Intersection
- circle and precision-heavy extensions outside the current core
Good First Repo Anchors¶
Browse All Subtopics¶
- Vector And Orientation
- Segment Intersection
- Polygon Area And Point Location
- Convex Hull
- Minkowski Sum
- Sweep Line
- Nearest Pair of Points
- Counting Geometry
- Half-Plane Intersection
Go Deeper¶
- Reference: CP-Algorithms
- Reference: OI Wiki
- Practice: ICPC Problem Archive
- Reference: KACTL