2,095 research outputs found

    Guarding curvilinear art galleries with edge or mobile guards via 2-dominance of triangulation graphs

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    AbstractIn this paper we consider the problem of monitoring an art gallery modeled as a polygon, the edges of which are arcs of curves, with edge or mobile guards. Our focus is on piecewise-convex polygons, i.e., polygons that are locally convex, except possibly at the vertices, and their edges are convex arcs.We transform the problem of monitoring a piecewise-convex polygon to the problem of 2-dominating a properly defined triangulation graph with edges or diagonals, where 2-dominance requires that every triangle in the triangulation graph has at least two of its vertices in its 2-dominating set. We show that: (1) ⌊n+13⌋ diagonal guards are always sufficient and sometimes necessary, and (2) ⌊2n+15⌋ edge guards are always sufficient and sometimes necessary, in order to 2-dominate a triangulation graph. Furthermore, we show how to compute: (1) a diagonal 2-dominating set of size ⌊n+13⌋ in linear time and space, (2) an edge 2-dominating set of size ⌊2n+15⌋ in O(n2) time and O(n) space, and (3) an edge 2-dominating set of size ⌊3n7⌋ in O(n) time and space.Based on the above-mentioned results, we prove that, for piecewise-convex polygons, we can compute: (1) a mobile guard set of size ⌊n+13⌋ in O(nlogn) time, (2) an edge guard set of size ⌊2n+15⌋ in O(n2) time, and (3) an edge guard set of size ⌊3n7⌋ in O(nlogn) time. All space requirements are linear. Finally, we show that ⌊n3⌋ mobile or ⌈n3⌉ edge guards are sometimes necessary.When restricting our attention to monotone piecewise-convex polygons, the bounds mentioned above drop: ⌈n+14⌉ edge or mobile guards are always sufficient and sometimes necessary; such an edge or mobile guard set, of size at most ⌈n+14⌉, can be computed in O(n) time and space

    Connectivity Compression for Irregular Quadrilateral Meshes

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    Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads

    A QPTAS for Maximum Weight Independent Set of Polygons with Polylogarithmically Many Vertices

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    The Maximum Weight Independent Set of Polygons problem is a fundamental problem in computational geometry. Given a set of weighted polygons in the 2-dimensional plane, the goal is to find a set of pairwise non-overlapping polygons with maximum total weight. Due to its wide range of applications, the MWISP problem and its special cases have been extensively studied both in the approximation algorithms and the computational geometry community. Despite a lot of research, its general case is not well-understood. Currently the best known polynomial time algorithm achieves an approximation ratio of n^(epsilon) [Fox and Pach, SODA 2011], and it is not even clear whether the problem is APX-hard. We present a (1+epsilon)-approximation algorithm, assuming that each polygon in the input has at most a polylogarithmic number of vertices. Our algorithm has quasi-polynomial running time. We use a recently introduced framework for approximating maximum weight independent set in geometric intersection graphs. The framework has been used to construct a QPTAS in the much simpler case of axis-parallel rectangles. We extend it in two ways, to adapt it to our much more general setting. First, we show that its technical core can be reduced to the case when all input polygons are triangles. Secondly, we replace its key technical ingredient which is a method to partition the plane using only few edges such that the objects stemming from the optimal solution are evenly distributed among the resulting faces and each object is intersected only a few times. Our new procedure for this task is not more complex than the original one, and it can handle the arising difficulties due to the arbitrary angles of the polygons. Note that already this obstacle makes the known analysis for the above framework fail. Also, in general it is not well understood how to handle this difficulty by efficient approximation algorithms

    Subset Warping: Rubber Sheeting with Cuts

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    Image warping, often referred to as "rubber sheeting" represents the deformation of a domain image space into a range image space. In this paper, a technique is described which extends the definition of a rubber-sheet transformation to allow a polygonal region to be warped into one or more subsets of itself, where the subsets may be multiply connected. To do this, it constructs a set of "slits" in the domain image, which correspond to discontinuities in the range image, using a technique based on generalized Voronoi diagrams. The concept of medial axis is extended to describe inner and outer medial contours of a polygon. Polygonal regions are decomposed into annular subregions, and path homotopies are introduced to describe the annular subregions. These constructions motivate the definition of a ladder, which guides the construction of grid point pairs necessary to effect the warp itself

    Polylidar3D -- Fast Polygon Extraction from 3D Data

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    Flat surfaces captured by 3D point clouds are often used for localization, mapping, and modeling. Dense point cloud processing has high computation and memory costs making low-dimensional representations of flat surfaces such as polygons desirable. We present Polylidar3D, a non-convex polygon extraction algorithm which takes as input unorganized 3D point clouds (e.g., LiDAR data), organized point clouds (e.g., range images), or user-provided meshes. Non-convex polygons represent flat surfaces in an environment with interior cutouts representing obstacles or holes. The Polylidar3D front-end transforms input data into a half-edge triangular mesh. This representation provides a common level of input data abstraction for subsequent back-end processing. The Polylidar3D back-end is composed of four core algorithms: mesh smoothing, dominant plane normal estimation, planar segment extraction, and finally polygon extraction. Polylidar3D is shown to be quite fast, making use of CPU multi-threading and GPU acceleration when available. We demonstrate Polylidar3D's versatility and speed with real-world datasets including aerial LiDAR point clouds for rooftop mapping, autonomous driving LiDAR point clouds for road surface detection, and RGBD cameras for indoor floor/wall detection. We also evaluate Polylidar3D on a challenging planar segmentation benchmark dataset. Results consistently show excellent speed and accuracy.Comment: 40 page

    Partitioning Graph Drawings and Triangulated Simple Polygons into Greedily Routable Regions

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    A greedily routable region (GRR) is a closed subset of R2\mathbb R^2, in which each destination point can be reached from each starting point by choosing the direction with maximum reduction of the distance to the destination in each point of the path. Recently, Tan and Kermarrec proposed a geographic routing protocol for dense wireless sensor networks based on decomposing the network area into a small number of interior-disjoint GRRs. They showed that minimum decomposition is NP-hard for polygons with holes. We consider minimum GRR decomposition for plane straight-line drawings of graphs. Here, GRRs coincide with self-approaching drawings of trees, a drawing style which has become a popular research topic in graph drawing. We show that minimum decomposition is still NP-hard for graphs with cycles, but can be solved optimally for trees in polynomial time. Additionally, we give a 2-approximation for simple polygons, if a given triangulation has to be respected.Comment: full version of a paper appearing in ISAAC 201

    Survey of two-dimensional acute triangulations

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    AbstractWe give a brief introduction to the topic of two-dimensional acute triangulations, mention results on related areas, survey existing achievements–with emphasis on recent activity–and list related open problems, both concrete and conceptual
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