460 research outputs found

    On k-Convex Polygons

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    We introduce a notion of kk-convexity and explore polygons in the plane that have this property. Polygons which are \mbox{kk-convex} can be triangulated with fast yet simple algorithms. However, recognizing them in general is a 3SUM-hard problem. We give a characterization of \mbox{22-convex} polygons, a particularly interesting class, and show how to recognize them in \mbox{O(nlogn)O(n \log n)} time. A description of their shape is given as well, which leads to Erd\H{o}s-Szekeres type results regarding subconfigurations of their vertex sets. Finally, we introduce the concept of generalized geometric permutations, and show that their number can be exponential in the number of \mbox{22-convex} objects considered.Comment: 23 pages, 19 figure

    Securing Pathways with Orthogonal Robots

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    The protection of pathways holds immense significance across various domains, including urban planning, transportation, surveillance, and security. This article introduces a groundbreaking approach to safeguarding pathways by employing orthogonal robots. The study specifically addresses the challenge of efficiently guarding orthogonal areas with the minimum number of orthogonal robots. The primary focus is on orthogonal pathways, characterized by a path-like dual graph of vertical decomposition. It is demonstrated that determining the minimum number of orthogonal robots for pathways can be achieved in linear time. However, it is essential to note that the general problem of finding the minimum number of robots for simple polygons with general visibility, even in the orthogonal case, is known to be NP-hard. Emphasis is placed on the flexibility of placing robots anywhere within the polygon, whether on the boundary or in the interior.Comment: 8 pages, 5 figure

    The performance of object decomposition techniques for spatial query processing

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    A Contribution to Triangulation Algorithms for Simple Polygons

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    Decomposing simple polygon into simpler components is one of the basic tasks in computational geometry and its applications. The most important simple polygon decomposition is triangulation. The known algorithms for polygon triangulation can be classified into three groups: algorithms based on diagonal inserting, algorithms based on Delaunay triangulation, and the algorithms using Steiner points. The paper briefly explains the most popular algorithms from each group and summarizes the common features of the groups. After that four algorithms based on diagonals insertion are tested: a recursive diagonal inserting algorithm, an ear cutting algorithm, Kong’s Graham scan algorithm, and Seidel’s randomized incremental algorithm. An analysis concerning speed, the quality of the output triangles and the ability to handle holes is done at the end

    Computational Geometry Applications

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    Computational geometry is an integral part of mathematics and computer science deals with the algorithmic solution of geometry problems. From the beginning to today, computer geometry links different areas of science and techniques, such as the theory of algorithms, combinatorial and Euclidean geometry, but including data structures and optimization. Today, computational geometry has a great deal of application in computer graphics, geometric modeling, computer vision, and geodesic path, motion planning and parallel computing. The complex calculations and theories in the field of geometry are long time studied and developed, but from the aspect of application in modern information technologies they still are in the beginning. In this research is given the applications of computational geometry in polygon triangulation, manufacturing of objects with molds, point location, and robot motion planning

    Studies on Kernels of Simple Polygons

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    The kernel of a simple polygon is the set of points in its interior from which all points inside the polygon are visible. We formally establish that for a given convex polygon Q we can always construct a larger simple polygon with many reflex vertices such that Q is the kernel of P. We present algorithms for decomposing a strongly monotone polygon into star-polygons. This decomposition is applied for developing an efficient algorithm for placing a small number of vertical towers to cover the entire given 1.5D terrain. We also present an experimental investigation of the proposed algorithm. The implementation is done in the Java programming language and the resulting prototype supports a user-friendly interface

    Visibility properties of polygons

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    Two problems dealing with visibility in the interior of a polygon are investigated. We present a linear time algorithm for computing the stair-case visibility polygon from a point inside a simple polygon, which is optimal within a constant factor. We show that the problem of locating the minimum number of 90{dollar}\sp\circ{dollar}-flood-lights to illuminate the interior of a simple polygon is NP-complete. We also discuss the generalization of the above results
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