69 research outputs found

    Kinetic collision detection for low-density scenes in the black-box model

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    We present an efficient method for collision detection in the black-box KDS model for a set S of n objects in the plane. In this model we receive the object locations at regular time steps and we know a bound dmax on the maximum displacement of any object within one time step. Our method maintains, in O((¿+k)n) time per time step, a compressed quadtree on the bounding-box vertices of the objects; here ¿ denotes the density of S and k denotes the maximum number of objects that can intersect any disk of radius dmax. Collisions can then be detected by testing O((¿+k)2n) pairs of objects for intersection

    Kinetic collision detection between two simple polygons

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    AbstractWe design a kinetic data structure for detecting collisions between two simple polygons in motion. In order to do so, we create a planar subdivision of the free space between the two polygons, called the external relative geodesic triangulation, which certifies their disjointness. We show how this subdivision can be maintained as a kinetic data structure when the polygons are moving, and analyze its performance in the kinetic setting

    New Geometric Data Structures for Collision Detection

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    We present new geometric data structures for collision detection and more, including: Inner Sphere Trees - the first data structure to compute the peneration volume efficiently. Protosphere - an new algorithm to compute space filling sphere packings for arbitrary objects. Kinetic AABBs - a bounding volume hierarchy that is optimal in the number of updates when the objects deform. Kinetic Separation-List - an algorithm that is able to perform continuous collision detection for complex deformable objects in real-time. Moreover, we present applications of these new approaches to hand animation, real-time collision avoidance in dynamic environments for robots and haptic rendering, including a user study that exploits the influence of the degrees of freedom in complex haptic interactions. Last but not least, we present a new benchmarking suite for both, peformance and quality benchmarks, and a theoretic analysis of the running-time of bounding volume-based collision detection algorithms

    On the number of pseudo-triangulations of certain point sets

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    We compute the exact number of pseudo-triangulations for two prominent point sets, namely the so-called double circle and the double chain. We also derive a new asymptotic lower bound for the maximal number of pseudotriangulations which lies significantly above the related bound for triangulations.Acciones Integradas 2003-2004Acción Integrada España-AustriaDirección General de Investigación Científic

    On the Number of Pseudo-Triangulations of Certain Point Sets

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    We pose a monotonicity conjecture on the number of pseudo-triangulations of any planar point set, and check it on two prominent families of point sets, namely the so-called double circle and double chain. The latter has asymptotically 12nnΘ(1)12^n n^{\Theta(1)} pointed pseudo-triangulations, which lies significantly above the maximum number of triangulations in a planar point set known so far.Comment: 31 pages, 11 figures, 4 tables. Not much technical changes with respect to v1, except some proofs and statements are slightly more precise and some expositions more clear. This version has been accepted in J. Combin. Th. A. The increase in number of pages from v1 is mostly due to formatting the paper with "elsart.cls" for Elsevie

    The polytope of non-crossing graphs on a planar point set

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    For any finite set \A of nn points in R2\R^2, we define a (3n−3)(3n-3)-dimensional simple polyhedron whose face poset is isomorphic to the poset of ``non-crossing marked graphs'' with vertex set \A, where a marked graph is defined as a geometric graph together with a subset of its vertices. The poset of non-crossing graphs on \A appears as the complement of the star of a face in that polyhedron. The polyhedron has a unique maximal bounded face, of dimension 2ni+n−32n_i +n -3 where nin_i is the number of points of \A in the interior of \conv(\A). The vertices of this polytope are all the pseudo-triangulations of \A, and the edges are flips of two types: the traditional diagonal flips (in pseudo-triangulations) and the removal or insertion of a single edge. As a by-product of our construction we prove that all pseudo-triangulations are infinitesimally rigid graphs.Comment: 28 pages, 16 figures. Main change from v1 and v2: Introduction has been reshape

    Expansive Motions and the Polytope of Pointed Pseudo-Triangulations

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    We introduce the polytope of pointed pseudo-triangulations of a point set in the plane, defined as the polytope of infinitesimal expansive motions of the points subject to certain constraints on the increase of their distances. Its 1-skeleton is the graph whose vertices are the pointed pseudo-triangulations of the point set and whose edges are flips of interior pseudo-triangulation edges. For points in convex position we obtain a new realization of the associahedron, i.e., a geometric representation of the set of triangulations of an n-gon, or of the set of binary trees on n vertices, or of many other combinatorial objects that are counted by the Catalan numbers. By considering the 1-dimensional version of the polytope of constrained expansive motions we obtain a second distinct realization of the associahedron as a perturbation of the positive cell in a Coxeter arrangement. Our methods produce as a by-product a new proof that every simple polygon or polygonal arc in the plane has expansive motions, a key step in the proofs of the Carpenter's Rule Theorem by Connelly, Demaine and Rote (2000) and by Streinu (2000).Comment: 40 pages, 7 figures. Changes from v1: added some comments (specially to the "Further remarks" in Section 5) + changed to final book format. This version is to appear in "Discrete and Computational Geometry -- The Goodman-Pollack Festschrift" (B. Aronov, S. Basu, J. Pach, M. Sharir, eds), series "Algorithms and Combinatorics", Springer Verlag, Berli

    Shooting permanent rays among disjoint polygons in the plane

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    We present a data structure for ray shooting-and-insertion in the free space among disjoint polygonal obstacles with a total of nn vertices in the plane, where each ray starts at the boundary of some obstacle. The portion of each query ray between the starting point and the first obstacle hit is inserted permanently as a new obstacle. Our data structure uses O(n log n) space and preprocessing time, and it supports m successive ray shooting-and-insertion queries in O(n log2 n + m log m) total time. We present two applications for our data structure: (1) Our data structure supports efficient implementation of auto-partitions in the plane i.e. binary space partitions where each partition is done along the supporting line of an input segment. If n input line segments are fragmented into m pieces by an auto-partition, then it can now be implemented in O(n log2n+m log m) time. This improves the expected runtime of Patersen and Yao's classical randomized auto-partition algorithm for n disjoint line segments to O(n log2 n). (2) If we are given disjoint polygonal obstacles with a total of n vertices in the plane, a permutation of the reflex vertices, and a half-line at each reflex vertex that partitions the reflex angle into two convex angles, then the folklore convex partitioning algorithm draws a ray emanating from each reflex vertex in the prescribed order in the given direction until it hits another obstacle, a previous ray, or infinity. The previously best implementation (with a semi-dynamic ray shooting data structure) requires O(n3/2-e/2) time using O(n1+e) space. Our data structure improves the runtime to O(n log2 n)
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