* introduce any faces that have a nonunique direction; if that is so, then we
* can stop following all paths below this point and track back immediately.
*
- * Nevertheless, it is already obvious that the tree has <tt>4**N</tt> leaves
- * in two space dimensions, since each of the N cells can be added in four
+ * Nevertheless, it is already obvious that the tree has $4^N$ leaves
+ * in two space dimensions, since each of the $N$ cells can be added in four
* orientations. Most of these nodes can be discarded rapidly, since firstly
* the orientation of the first cell is irrelevant, and secondly if we add one
* cell that has a neighbor that has already been added, then there are
* already only two possible orientations left, so the total number of checks
* we have to make until we find a valid way is significantly smaller than
- * <tt>4**N</tt>. However, the algorithm is still exponential in time and
+ * $4^N$. However, the algorithm is still exponential in time and
* linear in memory (we only have to store the information for the present
* path in form of a stack of orientations of cells that have already been
* added).
*
* In fact, the two examples above show that the exponential estimate is not a
- * pessimized one: we indeed have to track back to one of the very first cells
+ * pessimistic one: we indeed have to track back to one of the very first cells
* there to find a way to add all cells in a consistent fashion.
*
* This discouraging situation is greatly improved by the fact that we have an
* and implemented by Michael Anderson of TICAM, University of Texas, in
* 2003), and that for 3d we can find an algorithm that in practice is usually
* only roughly linear in time and memory. We will describe these algorithms
- * in the following.
+ * in the following. A full description and theoretical analysis is given in
+ * @cite AABB17 .
*
*
* <h3>The 2d linear complexity algorithm</h3>
*
* Prior to the implementation of the algorithms described above (originally
* implemented by Michael Anderson in 2002, and re-implemented by Wolfgang
- * Bangerth in 2016), we used a branch-and-cut algorithm initially
+ * Bangerth in 2016 based on the work in @cite AABB17),
+ * we used a branch-and-cut algorithm initially
* implemented in 2000 by Wolfgang Bangerth. Although it is no longer used,
* here is how it works, and why it doesn't always work for large meshes since
* its run-time can be exponential in bad cases.