342 research outputs found

    Searching edges in the overlap of two plane graphs

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    Consider a pair of plane straight-line graphs, whose edges are colored red and blue, respectively, and let n be the total complexity of both graphs. We present a O(n log n)-time O(n)-space technique to preprocess such pair of graphs, that enables efficient searches among the red-blue intersections along edges of one of the graphs. Our technique has a number of applications to geometric problems. This includes: (1) a solution to the batched red-blue search problem [Dehne et al. 2006] in O(n log n) queries to the oracle; (2) an algorithm to compute the maximum vertical distance between a pair of 3D polyhedral terrains one of which is convex in O(n log n) time, where n is the total complexity of both terrains; (3) an algorithm to construct the Hausdorff Voronoi diagram of a family of point clusters in the plane in O((n+m) log^3 n) time and O(n+m) space, where n is the total number of points in all clusters and m is the number of crossings between all clusters; (4) an algorithm to construct the farthest-color Voronoi diagram of the corners of n axis-aligned rectangles in O(n log^2 n) time; (5) an algorithm to solve the stabbing circle problem for n parallel line segments in the plane in optimal O(n log n) time. All these results are new or improve on the best known algorithms.Comment: 22 pages, 6 figure

    Vesicle computers: Approximating Voronoi diagram on Voronoi automata

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    Irregular arrangements of vesicles filled with excitable and precipitating chemical systems are imitated by Voronoi automata --- finite-state machines defined on a planar Voronoi diagram. Every Voronoi cell takes four states: resting, excited, refractory and precipitate. A resting cell excites if it has at least one excited neighbour; the cell precipitates if a ratio of excited cells in its neighbourhood to its number of neighbours exceed certain threshold. To approximate a Voronoi diagram on Voronoi automata we project a planar set onto automaton lattice, thus cells corresponding to data-points are excited. Excitation waves propagate across the Voronoi automaton, interact with each other and form precipitate in result of the interaction. Configuration of precipitate represents edges of approximated Voronoi diagram. We discover relation between quality of Voronoi diagram approximation and precipitation threshold, and demonstrate feasibility of our model in approximation Voronoi diagram of arbitrary-shaped objects and a skeleton of a planar shape.Comment: Chaos, Solitons & Fractals (2011), in pres

    A Sweepline Algorithm for Generalized Delaunay Triangulations

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    We give a deterministic O(n log n) sweepline algorithm to construct the generalized Voronoi diagram for n points in the plane or rather its dual the generalized Delaunay triangulation. The algorithm uses no transformations and it is developed solely from the sweepline paradigm together with greediness. A generalized Delaunay triangulation can be based on an arbitrary strictly convex Minkowski distance function (including all L_p distance functions 1 < p < *) in contrast to ordinary Delaunay triangualations which are based on the Euclidean distance function

    Higher-order Voronoi diagrams of polygonal objects

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    Higher-order Voronoi diagrams are fundamental geometric structures which encode the k-nearest neighbor information. Thus, they aid in computations that require proximity information beyond the nearest neighbor. They are related to various favorite structures in computational geometry and are a fascinating combinatorial problem to study. While higher-order Voronoi diagrams of points have been studied a lot, they have not been considered for other types of sites. Points lack dimensionality which makes them unable to represent various real-life instances. Points are the simplest kind of geometric object and therefore higher- order Voronoi diagrams of points can be considered as the corner case of all higher-order Voronoi diagrams. The goal of this dissertation is to move away from the corner and bring the higher-order Voronoi diagram to more general geometric instances. We focus on certain polygonal objects as they provide flexibility and are able to represent real-life instances. Before this dissertation, higher-order Voronoi diagrams of polygonal objects had been studied only for the nearest neighbor and farthest Voronoi diagrams. In this dissertation we investigate structural and combinatorial properties and discover that the dimensionality of geometric objects manifests itself in numerous ways which do not exist in the case of points. We prove that the structural complexity of the order-k Voronoi diagram of non-crossing line segments is O(k(n-k)), as in the case of points. We study disjoint line segments, intersecting line segments, line segments forming a planar straight-line graph and extend the results to the Lp metric, 1<=p<=infty. We also establish the connection between two mathematical abstractions: abstract Voronoi diagrams and the Clarkson-Shor framework. We design several construction algorithms that cover the case of non-point sites. While computational geometry provides several approaches to study the structural complexity that give tight realizable bounds, developing an effective construction algorithm is still a challenging problem even for points. Most of the construction algorithms are designed to work with points as they utilize their simplicity and relations with data-structures that work specifically for points. We extend the iterative and the sweepline approaches that are quite efficient in constructing all order-i Voronoi diagrams, for i<=k and we also give three randomized construction algorithms for abstract higher-order Voronoi diagrams that deal specifically with the construction of the order-k Voronoi diagrams

    Real-Time Cave Destruction Using 3D Voronoi

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    Arvutimängudes kasutatakse keskkonna muutmiseks enamasti lihtsaid meetodeid, nagu maailma kujutamist vokslitena, või eelkalkuleeritud hävitamist. Käesolevas töös uuritakse, kuidas muuta seda reaalsemaks, kasutades Voronoi diagramme. Selles lähenemises kujutatakse kogu maailma ühe 3D Voronoi diagrammina, millesse lisatud koopad on saadud Voronoi rakkude eemaldamise teel. Töö eesmärgiks on leida sobivad algoritmid sellise koopa genereerimiseks, võrrelda nende sobivust ja luua prototüüprakendus Unity mängumootoris, millega testida, kas selline lähenemine on mõistlik. Selles simulatsioonis saab kasutaja mõjutada koobast, lõigates sealt tükke välja ning seeläbi suurendades Voronoi diagrammi reaalajas. Töös uuritakse ka erinevaid lähenemisi juba olemasolevast geomeetriast tükkide välja lõikamiseks ja vaadeldakse erinevaid algoritme geomeetria manipuleerimiseks.Environment modification in video games are often done by using simple methods like voxels or pre-calculated destruction. The aim of this thesis is to study different ways of making it more realistic by generating the environment destruction in real time using Voronoi diagrams. This approach represents the world as a 3D Voronoi diagram where the cave is represented as a region where some of the Voronoi cells have been removed. The goal of this thesis is to find the suitable algorithms for such cave generation, compare them and implement a proof of concept simulation in Unity game engine. In this simulation the user can modify the cave by cutting out more pieces, thus expanding the Voronoi diagram in real-time. To cut off pieces of already fixed geometry different approaches for geometry manipulation are also compared

    Parallelization of Plane Sweep Based Voronoi Construction with Compiler Directives

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    Voronoi diagram construction is a common and fundamental problem in computational geometry and spatial computing. Numerous sequential and parallel algorithms for Voronoi diagram construction exists in literature. This paper presents a multi-threaded approach where we augment an existing sequential implementation of Fortune\u27s planesweep algorithm with compiler directives. The novelty of our fine-grained parallel algorithm lies in exploiting the concurrency available at each event point encountered during the algorithm. On the Intel Xeon E5 CPU, our shared-memory parallelization with OpenMP achieves around 2x speedup compared to the sequential implementation using datasets containing 2k-128k sites

    Exact Generalized Voronoi Diagram Computation using a Sweepline Algorithm

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    Voronoi Diagrams can provide useful spatial information. Little work has been done on computing exact Voronoi Diagrams when the sites are more complex than a point. We introduce a technique that measures the exact Generalized Voronoi Diagram from points, line segments and, connected lines including lines that connect to form simple polygons. Our technique is an extension of Fortune’s method. Our approach treats connected lines (or polygons) as a single site

    Acceleration of Computational Geometry Algorithms for High Performance Computing Based Geo-Spatial Big Data Analysis

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    Geo-Spatial computing and data analysis is the branch of computer science that deals with real world location-based data. Computational geometry algorithms are algorithms that process geometry/shapes and is one of the pillars of geo-spatial computing. Real world map and location-based data can be huge in size and the data structures used to process them extremely big leading to huge computational costs. Furthermore, Geo-Spatial datasets are growing on all V’s (Volume, Variety, Value, etc.) and are becoming larger and more complex to process in-turn demanding more computational resources. High Performance Computing is a way to breakdown the problem in ways that it can run in parallel on big computers with massive processing power and hence reduce the computing time delivering the same results but much faster.This dissertation explores different techniques to accelerate the processing of computational geometry algorithms and geo-spatial computing like using Many-core Graphics Processing Units (GPU), Multi-core Central Processing Units (CPU), Multi-node setup with Message Passing Interface (MPI), Cache optimizations, Memory and Communication optimizations, load balancing, Algorithmic Modifications, Directive based parallelization with OpenMP or OpenACC and Vectorization with compiler intrinsic (AVX). This dissertation has applied at least one of the mentioned techniques to the following problems. Novel method to parallelize plane sweep based geometric intersection for GPU with directives is presented. Parallelization of plane sweep based Voronoi construction, parallelization of Segment tree construction, Segment tree queries and Segment tree-based operations has been presented. Spatial autocorrelation, computation of getis-ord hotspots are also presented. Acceleration performance and speedup results are presented in each corresponding chapter
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