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Minimum Cell Connection in Line Segment Arrangements
We study the complexity of the following cell connection problems in segment arrangements. Given a set of straight-line segments in the plane and two points a and b in different cells of the induced arrangement:
[(i)] compute the minimum number of segments one needs to remove so that there is a path connecting a to b that does not intersect any of the remaining segments; [(ii)] compute the minimum number of segments one needs to remove so that the arrangement induced by the remaining segments has a single cell.
We show that problems (i) and (ii) are NP-hard and discuss some special, tractable cases. Most notably, we provide a near-linear-time algorithm for a variant of problem (i) where the path connecting a
to b must stay inside a given polygon P with a constant number of holes, the segments are contained in P, and the endpoints of the segments are on the boundary of P. The approach for this latter result uses homotopy of paths to group the segments into clusters with the property that either all segments in a cluster or none participate in an optimal solution
Polygon Exploration with Time-Discrete Vision
With the advent of autonomous robots with two- and three-dimensional scanning
capabilities, classical visibility-based exploration methods from computational
geometry have gained in practical importance. However, real-life laser scanning
of useful accuracy does not allow the robot to scan continuously while in
motion; instead, it has to stop each time it surveys its environment. This
requirement was studied by Fekete, Klein and Nuechter for the subproblem of
looking around a corner, but until now has not been considered in an online
setting for whole polygonal regions.
We give the first algorithmic results for this important algorithmic problem
that combines stationary art gallery-type aspects with watchman-type issues in
an online scenario: We demonstrate that even for orthoconvex polygons, a
competitive strategy can be achieved only for limited aspect ratio A (the ratio
of the maximum and minimum edge length of the polygon), i.e., for a given lower
bound on the size of an edge; we give a matching upper bound by providing an
O(log A)-competitive strategy for simple rectilinear polygons, using the
assumption that each edge of the polygon has to be fully visible from some scan
point.Comment: 28 pages, 17 figures, 2 photographs, 3 tables, Latex. Updated some
details (title, figures and text) for final journal revision, including
explicit assumption of full edge visibilit
Covering the Boundary of a Simple Polygon with Geodesic Unit Disks
We consider the problem of covering the boundary of a simple polygon on n
vertices using the minimum number of geodesic unit disks. We present an O(n
\log^2 n+k) time 2-approximation algorithm for finding the centers of the
disks, with k denoting the number centers found by the algorithm
Asymptotically near-optimal RRT for fast, high-quality, motion planning
We present Lower Bound Tree-RRT (LBT-RRT), a single-query sampling-based
algorithm that is asymptotically near-optimal. Namely, the solution extracted
from LBT-RRT converges to a solution that is within an approximation factor of
1+epsilon of the optimal solution. Our algorithm allows for a continuous
interpolation between the fast RRT algorithm and the asymptotically optimal
RRT* and RRG algorithms. When the approximation factor is 1 (i.e., no
approximation is allowed), LBT-RRT behaves like RRG. When the approximation
factor is unbounded, LBT-RRT behaves like RRT. In between, LBT-RRT is shown to
produce paths that have higher quality than RRT would produce and run faster
than RRT* would run. This is done by maintaining a tree which is a sub-graph of
the RRG roadmap and a second, auxiliary graph, which we call the lower-bound
graph. The combination of the two roadmaps, which is faster to maintain than
the roadmap maintained by RRT*, efficiently guarantees asymptotic
near-optimality. We suggest to use LBT-RRT for high-quality, anytime motion
planning. We demonstrate the performance of the algorithm for scenarios ranging
from 3 to 12 degrees of freedom and show that even for small approximation
factors, the algorithm produces high-quality solutions (comparable to RRG and
RRT*) with little running-time overhead when compared to RRT
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