386 research outputs found

    The opaque square

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    The problem of finding small sets that block every line passing through a unit square was first considered by Mazurkiewicz in 1916. We call such a set {\em opaque} or a {\em barrier} for the square. The shortest known barrier has length 2+62=2.6389…\sqrt{2}+ \frac{\sqrt{6}}{2}= 2.6389\ldots. The current best lower bound for the length of a (not necessarily connected) barrier is 22, as established by Jones about 50 years ago. No better lower bound is known even if the barrier is restricted to lie in the square or in its close vicinity. Under a suitable locality assumption, we replace this lower bound by 2+10−122+10^{-12}, which represents the first, albeit small, step in a long time toward finding the length of the shortest barrier. A sharper bound is obtained for interior barriers: the length of any interior barrier for the unit square is at least 2+10−52 + 10^{-5}. Two of the key elements in our proofs are: (i) formulas established by Sylvester for the measure of all lines that meet two disjoint planar convex bodies, and (ii) a procedure for detecting lines that are witness to the invalidity of a short bogus barrier for the square.Comment: 23 pages, 8 figure

    Opaque Sets

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    The problem of finding "small" sets that meet every straight-line which intersects a given convex region was initiated by Mazurkiewicz in 1916. We call such a set an opaque set or a barrier for that region. We consider the problem of computing the shortest barrier for a given convex polygon with n vertices. No exact algorithm is currently known even for the simplest instances such as a square or an equilateral triangle. For general barriers, we present an approximation algorithm with ratio 1/2+ 2 +√2/π=1.5867 ∈. For connected barriers we achieve the approximation ratio 1.5716, while for single-arc barriers we achieve the approximation ratio π+5/π+2 = 1.5834 ∈. All three algorithms run in O(n) time. We also show that if the barrier is restricted to the (interior and the boundary of the) input polygon, then the problem admits a fully polynomial-time approximation scheme for the connected case and a quadratic-time exact algorithm for the single-arc case. © 2012 Springer Science+Business Media New York

    Fast and Accurate Visibility Preprocessing

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    Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible objects are efficiently culled to prevent their submission to the standard graphics pipeline. It is advantageous to preprocess scenes in order to determine invisible objects from all possible camera views. This information is typically saved to disk and may then be reused until the model geometry changes. Such preprocessing algorithms are therefore used for scenes that are primarily static. Currently, the standard approach to visibility preprocessing algorithms is to use a form of approximate solution, known as conservative culling. Such algorithms over-estimate the set of visible polygons. This compromise has been considered necessary in order to perform visibility preprocessing quickly. These algorithms attempt to satisfy the goals of both rapid preprocessing and rapid run-time rendering. We observe, however, that there is a need for algorithms with superior performance in preprocessing, as well as for algorithms that are more accurate. For most applications these features are not required simultaneously. In this thesis we present two novel visibility preprocessing algorithms, each of which is strongly biased toward one of these requirements. The first algorithm has the advantage of performance. It executes quickly by exploiting graphics hardware. The algorithm also has the features of output sensitivity (to what is visible), and a logarithmic dependency in the size of the camera space partition. These advantages come at the cost of image error. We present a heuristic guided adaptive sampling methodology that minimises this error. We further show how this algorithm may be parallelised and also present a natural extension of the algorithm to five dimensions for accelerating generalised ray shooting. The second algorithm has the advantage of accuracy. No over-estimation is performed, nor are any sacrifices made in terms of image quality. The cost is primarily that of time. Despite the relatively long computation, the algorithm is still tractable and on average scales slightly superlinearly with the input size. This algorithm also has the advantage of output sensitivity. This is the first known tractable exact solution to the general 3D from-region visibility problem. In order to solve the exact from-region visibility problem, we had to first solve a more general form of the standard stabbing problem. An efficient solution to this problem is presented independently

    Algorithms for Geometric Facility Location: Centers in a Polygon and Dispersion on a Line

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    We study three geometric facility location problems in this thesis. First, we consider the dispersion problem in one dimension. We are given an ordered list of (possibly overlapping) intervals on a line. We wish to choose exactly one point from each interval such that their left to right ordering on the line matches the input order. The aim is to choose the points so that the distance between the closest pair of points is maximized, i.e., they must be socially distanced while respecting the order. We give a new linear-time algorithm for this problem that produces a lexicographically optimal solution. We also consider some generalizations of this problem. For the next two problems, the domain of interest is a simple polygon with n vertices. The second problem concerns the visibility center. The convention is to think of a polygon as the top view of a building (or art gallery) where the polygon boundary represents opaque walls. Two points in the domain are visible to each other if the line segment joining them does not intersect the polygon exterior. The distance to visibility from a source point to a target point is the minimum geodesic distance from the source to a point in the polygon visible to the target. The question is: Where should a single guard be located within the polygon to minimize the maximum distance to visibility? For m point sites in the polygon, we give an O((m + n) log (m + n)) time algorithm to determine their visibility center. Finally, we address the problem of locating the geodesic edge center of a simple polygon—a point in the polygon that minimizes the maximum geodesic distance to any edge. For a triangle, this point coincides with its incenter. The geodesic edge center is a generalization of the well-studied geodesic center (a point that minimizes the maximum distance to any vertex). Center problems are closely related to farthest Voronoi diagrams, which are well- studied for point sites in the plane, and less well-studied for line segment sites in the plane. When the domain is a polygon rather than the whole plane, only the case of point sites has been addressed—surprisingly, more general sites (with line segments being the simplest example) have been largely ignored. En route to our solution, we revisit, correct, and generalize (sometimes in a non-trivial manner) existing algorithms and structures tailored to work specifically for point sites. We give an optimal linear-time algorithm for finding the geodesic edge center of a simple polygon
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