118 research outputs found

    Optimal randomized incremental construction for guaranteed logarithmic planar point location

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    Given a planar map of nn segments in which we wish to efficiently locate points, we present the first randomized incremental construction of the well-known trapezoidal-map search-structure that only requires expected O(nlogn)O(n \log n) preprocessing time while deterministically guaranteeing worst-case linear storage space and worst-case logarithmic query time. This settles a long standing open problem; the best previously known construction time of such a structure, which is based on a directed acyclic graph, so-called the history DAG, and with the above worst-case space and query-time guarantees, was expected O(nlog2n)O(n \log^2 n). The result is based on a deeper understanding of the structure of the history DAG, its depth in relation to the length of its longest search path, as well as its correspondence to the trapezoidal search tree. Our results immediately extend to planar maps induced by finite collections of pairwise interior disjoint well-behaved curves.Comment: The article significantly extends the theoretical aspects of the work presented in http://arxiv.org/abs/1205.543

    Improved Implementation of Point Location in General Two-Dimensional Subdivisions

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    We present a major revamp of the point-location data structure for general two-dimensional subdivisions via randomized incremental construction, implemented in CGAL, the Computational Geometry Algorithms Library. We can now guarantee that the constructed directed acyclic graph G is of linear size and provides logarithmic query time. Via the construction of the Voronoi diagram for a given point set S of size n, this also enables nearest-neighbor queries in guaranteed O(log n) time. Another major innovation is the support of general unbounded subdivisions as well as subdivisions of two-dimensional parametric surfaces such as spheres, tori, cylinders. The implementation is exact, complete, and general, i.e., it can also handle non-linear subdivisions. Like the previous version, the data structure supports modifications of the subdivision, such as insertions and deletions of edges, after the initial preprocessing. A major challenge is to retain the expected O(n log n) preprocessing time while providing the above (deterministic) space and query-time guarantees. We describe an efficient preprocessing algorithm, which explicitly verifies the length L of the longest query path in O(n log n) time. However, instead of using L, our implementation is based on the depth D of G. Although we prove that the worst case ratio of D and L is Theta(n/log n), we conjecture, based on our experimental results, that this solution achieves expected O(n log n) preprocessing time.Comment: 21 page

    Minkowski Sum Construction and other Applications of Arrangements of Geodesic Arcs on the Sphere

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    We present two exact implementations of efficient output-sensitive algorithms that compute Minkowski sums of two convex polyhedra in 3D. We do not assume general position. Namely, we handle degenerate input, and produce exact results. We provide a tight bound on the exact maximum complexity of Minkowski sums of polytopes in 3D in terms of the number of facets of the summand polytopes. The algorithms employ variants of a data structure that represents arrangements embedded on two-dimensional parametric surfaces in 3D, and they make use of many operations applied to arrangements in these representations. We have developed software components that support the arrangement data-structure variants and the operations applied to them. These software components are generic, as they can be instantiated with any number type. However, our algorithms require only (exact) rational arithmetic. These software components together with exact rational-arithmetic enable a robust, efficient, and elegant implementation of the Minkowski-sum constructions and the related applications. These software components are provided through a package of the Computational Geometry Algorithm Library (CGAL) called Arrangement_on_surface_2. We also present exact implementations of other applications that exploit arrangements of arcs of great circles embedded on the sphere. We use them as basic blocks in an exact implementation of an efficient algorithm that partitions an assembly of polyhedra in 3D with two hands using infinite translations. This application distinctly shows the importance of exact computation, as imprecise computation might result with dismissal of valid partitioning-motions.Comment: A Ph.D. thesis carried out at the Tel-Aviv university. 134 pages long. The advisor was Prof. Dan Halperi

    On the Power of Manifold Samples in Exploring Configuration Spaces and the Dimensionality of Narrow Passages

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    We extend our study of Motion Planning via Manifold Samples (MMS), a general algorithmic framework that combines geometric methods for the exact and complete analysis of low-dimensional configuration spaces with sampling-based approaches that are appropriate for higher dimensions. The framework explores the configuration space by taking samples that are entire low-dimensional manifolds of the configuration space capturing its connectivity much better than isolated point samples. The contributions of this paper are as follows: (i) We present a recursive application of MMS in a six-dimensional configuration space, enabling the coordination of two polygonal robots translating and rotating amidst polygonal obstacles. In the adduced experiments for the more demanding test cases MMS clearly outperforms PRM, with over 20-fold speedup in a coordination-tight setting. (ii) A probabilistic completeness proof for the most prevalent case, namely MMS with samples that are affine subspaces. (iii) A closer examination of the test cases reveals that MMS has, in comparison to standard sampling-based algorithms, a significant advantage in scenarios containing high-dimensional narrow passages. This provokes a novel characterization of narrow passages which attempts to capture their dimensionality, an attribute that had been (to a large extent) unattended in previous definitions.Comment: 20 page

    Engineering Art Galleries

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    The Art Gallery Problem is one of the most well-known problems in Computational Geometry, with a rich history in the study of algorithms, complexity, and variants. Recently there has been a surge in experimental work on the problem. In this survey, we describe this work, show the chronology of developments, and compare current algorithms, including two unpublished versions, in an exhaustive experiment. Furthermore, we show what core algorithmic ingredients have led to recent successes

    Biased randomized insertion orders

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    In this thesis, we consider insertion orders for incremental construction in computational geometry. Specifically, we focus on Delaunay triangulations and arrangements of line segments. The starting point of this research was the assumption that by adapting the orders to the point sets, we could speed up the point location in incremental constructions. We present new insertion orders for Delaunay triangulations based on the concepts of adap-tive curves. More specifically, we explore orders that attempt to split the point set evenly in the recursive construction of the order. Further, we explore squarified orders that are orders that try to produce subproblems without any bias to one of the coordinate axes. We pro-vide implementations for all of these orders and several existing ones. We also propose new insertion orders for arrangements of line segments. We perform an experimental evaluation of the orders for incrementally constructing Delau-nay triangulations. Our experiments show the advantages of squarifying: for a tour visiting the points in the given order, the squarified order typically produces a shorter tour than the order it is based on. This results in (slightly) faster point location. The experiments also sho

    Novel approaches for constructing persistent Delaunay triangulations by applying different equations and different methods

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    “Delaunay triangulation and data structures are an essential field of study and research in computer science, for this reason, the correct choices, and an adequate design are essential for the development of algorithms for the efficient storage and/or retrieval of information. However, most structures are usually ephemeral, which means keeping all versions, in different copies, of the same data structure is expensive. The problem arises of developing data structures that are capable of maintaining different versions of themselves, minimizing the cost of memory, and keeping the performance of operations as close as possible to the original structure. Therefore, this research aims to aims to examine the feasibility concepts of Spatio-temporal structures such as persistence, to design a Delaunay triangulation algorithm so that it is possible to make queries and modifications at a certain time t, minimizing spatial and temporal complexity. Four new persistent data structures for Delaunay triangulation (Bowyer-Watson, Walk, Hybrid, and Graph) were proposed and developed. The results of using random images and vertex databases with different data (DAG and CGAL), proved that the data structure in its partial version is better than the other data structures that do not have persistence. Also, the full version data structures show an advance in the state of the technique. All the results will allow the algorithms to minimize the cost of memory”--Abstract, page iii

    Motion Planning for Unlabeled Discs with Optimality Guarantees

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    We study the problem of path planning for unlabeled (indistinguishable) unit-disc robots in a planar environment cluttered with polygonal obstacles. We introduce an algorithm which minimizes the total path length, i.e., the sum of lengths of the individual paths. Our algorithm is guaranteed to find a solution if one exists, or report that none exists otherwise. It runs in time O~(m4+m2n2)\tilde{O}(m^4+m^2n^2), where mm is the number of robots and nn is the total complexity of the workspace. Moreover, the total length of the returned solution is at most OPT+4m\text{OPT}+4m, where OPT is the optimal solution cost. To the best of our knowledge this is the first algorithm for the problem that has such guarantees. The algorithm has been implemented in an exact manner and we present experimental results that attest to its efficiency
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