293 research outputs found
Vertex-Edge Pseudo-Visibility Graphs: Characterization and Recognition
We extend the notion of polygon visibility graphs to pseudo-polygons defined on generalized configurations of points. We consider both vertex-to-vertex, as well as vertex-to-edge visibility in pseudo-polygons. We study the characterization and recognition problems for vertex-edge pseudo-visibility graphs. Given a bipartite graph G satisfying three simple properties, which can all be checked in polynomial time, we show that we can define a generalized configuration of points and a pseudo-polygon on it, so that its vertex-edge pseudo-visibility graph is G. This provides a full characterization of vertex-edge pseudo-visibility graphs and a polynomial-time algorithm for the decision problem. It also implies that the decision problem for vertex visibility graphs of pseudo-polygons is in NP (as opposed to the same problem with straight-edge visibility, which is only known to be in PSPACE)
Half-Guarding Weakly-Visible Polygons and Terrains
We consider a variant of the art gallery problem where all guards are limited to seeing 180degree. Guards that can only see in one direction are called half-guards. We give a polynomial time approximation scheme for vertex guarding the vertices of a weakly-visible polygon with half-guards. We extend this to vertex guarding the boundary of a weakly-visible polygon with half-guards. We also show NP-hardness for vertex guarding a weakly-visible polygon with half-guards. Lastly, we show that the orientation of half-guards is critical in terrain guarding. Depending on the orientation of the half-guards, the problem is either very easy (polynomial time solvable) or very hard (NP-hard)
The Vertex-Edge Visibility Graph of a Polygon
We introduce a new polygon visibility graph, the vertex-edge visibility graph GV E, and demonstrate that it encodes more geometric information about the polygon than does the vertex visibility graph GV. © 1998 Elsevier Science B.V
The Partial Visibility Representation Extension Problem
For a graph , a function is called a \emph{bar visibility
representation} of when for each vertex , is a
horizontal line segment (\emph{bar}) and iff there is an
unobstructed, vertical, -wide line of sight between and
. Graphs admitting such representations are well understood (via
simple characterizations) and recognizable in linear time. For a directed graph
, a bar visibility representation of , additionally, puts the bar
strictly below the bar for each directed edge of
. We study a generalization of the recognition problem where a function
defined on a subset of is given and the question is whether
there is a bar visibility representation of with for every . We show that for undirected graphs this problem
together with closely related problems are \NP-complete, but for certain cases
involving directed graphs it is solvable in polynomial time.Comment: Appears in the Proceedings of the 24th International Symposium on
Graph Drawing and Network Visualization (GD 2016
Control for Localization and Visibility Maintenance of an Independent Agent using Robotic Teams
Given a non-cooperative agent, we seek to formulate a control strategy to enable a team of robots to localize and track the agent in a complex but known environment while maintaining a continuously optimized line-of-sight communication chain to a fixed base station. We focus on two aspects of the problem. First, we investigate the estimation of the agent\u27s location by using nonlinear sensing modalities, in particular that of range-only sensing, and formulate a control strategy based on improving this estimation using one or more robots working to independently gather information. Second, we develop methods to plan and sequence robot deployments that will establish and maintain line-of-sight chains for communication between the independent agent and the fixed base station using a minimum number of robots. These methods will lead to feedback control laws that can realize this plan and ensure proper navigation and collision avoidance
Emerging technologies for reef fisheries research and management [held during the 56th annual Gulf and Caribbean Fisheries Institute meeting in Tortola, British Virgin Islands, November 2003]
This publication of the NOAA Professional Paper NMFS Series
is the product of a special symposium on “Emerging Technologies for Reef Fisheries Research and Management” held during the 56th annual Gulf and Caribbean Fisheries Institute meeting in Tortola, British Virgin Islands, November 2003. The purpose of this collection is to highlight the diversity of questions and issues in reef
fisheries management that are benefiting from applications of technology. Topics cover a wide variety of questions and issues from the study of individual behavior, distribution and abundance of groups and populations, and associations between habitats and fish and shellfish species.(PDF files contains 124 pages.
Terrain Representation And Reasoning In Computer Generated Forces : A Survey Of Computer Generated Forces Systems And How They Represent And Reason About Terrain
Report on a survey of computer systems used to produce realistic or intelligent behavior by autonomous entities in simulation systems. In particular, it is concerned with the data structures used by computer generated forces systems to represent terrain and the algorithmic approaches used by those systems to reason about terrain
A system that learns to recognize 3-D objects
A system that learns to recognize 3-D objects from single and
multiple views is presented. It consists of three parts: a simulator
of 3-D figures, a Learner, and a recognizer.
The 3-D figure simulator generates and plots line drawings of
certain 3-D objects. A series of transformations leads to a number of
2-D images of a 3-D object, which are considered as different views
and are the basic input to the next two parts.
The learner works in three stages using the method of Learning
from examples. In the first stage an elementary-concept learner learns
the basic entities that make up a line drawing. In the second stage a
multiple-view learner learns the definitions of 3-D objects that are to
be recognized from multiple views. In the third stage a single-view
learner learns how to recognize the same objects from single views.
The recognizer is presented with line drawings representing 3-D
scenes. A single-view recognizer segments the input into faces of
possible 3-D objects, and attempts to match the segmented scene with a
set of single-view definitions of 3-D objects. The result of the
recognition may include several alternative answers, corresponding to
different 3-D objects. A unique answer can be obtained by making
assumptions about hidden elements (e. g. faces) of an object and using a
multiple-view recognizer. Both single-view and multiple-view recognition
are based on the structural relations of the elements that make up a
3-D object. Some analytical elements (e. g. angles) of the objects are
also calculated, in order to determine point containment and conveziti.
The system performs well on polyhedra with triangular and
quadrilateral faces. A discussion of the system's performance and
suggestions for further development is given at the end.
The simulator and the part of the recognizer that makes the
analytical calculations are written in C. The learner and the rest
of the recognizer are written in PROLOG
LIPIcs, Volume 248, ISAAC 2022, Complete Volume
LIPIcs, Volume 248, ISAAC 2022, Complete Volum
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