Hi,

I'm trying to understand the algorithm underlying the buffer API in Boost.Geometry. The top-level headers don't seem to have any citations (apologies if I've missed it still).

I've the following queries:
1) What is the worst-case complexity of the buffer algorithm for a poly line / polygon? I would imagine it depends on the convex/reflex vertices in the input, so feel free to state the complexity in those terms.

2) What is the overall strategy used for getting the offset curve? Is it a variant of the pair-wise offset strategy mentioned in "A pair-wise offset algorithm for 2D point-sequence curve B.K. Choi*, S.C. Park (CAD 99), or something else ? I would really appreciate some pointers in this regard?

Thanks!

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Santanu Bhowmick