6,332 research outputs found

    Detecting Weakly Simple Polygons

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    A closed curve in the plane is weakly simple if it is the limit (in the Fr\'echet metric) of a sequence of simple closed curves. We describe an algorithm to determine whether a closed walk of length n in a simple plane graph is weakly simple in O(n log n) time, improving an earlier O(n^3)-time algorithm of Cortese et al. [Discrete Math. 2009]. As an immediate corollary, we obtain the first efficient algorithm to determine whether an arbitrary n-vertex polygon is weakly simple; our algorithm runs in O(n^2 log n) time. We also describe algorithms that detect weak simplicity in O(n log n) time for two interesting classes of polygons. Finally, we discuss subtle errors in several previously published definitions of weak simplicity.Comment: 25 pages and 13 figures, submitted to SODA 201

    Distance-Sensitive Planar Point Location

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    Let S\mathcal{S} be a connected planar polygonal subdivision with nn edges that we want to preprocess for point-location queries, and where we are given the probability Îłi\gamma_i that the query point lies in a polygon PiP_i of S\mathcal{S}. We show how to preprocess S\mathcal{S} such that the query time for a point~p∈Pip\in P_i depends on~Îłi\gamma_i and, in addition, on the distance from pp to the boundary of~PiP_i---the further away from the boundary, the faster the query. More precisely, we show that a point-location query can be answered in time O(min⁥(log⁥n,1+log⁥area(Pi)ÎłiΔp2))O\left(\min \left(\log n, 1 + \log \frac{\mathrm{area}(P_i)}{\gamma_i \Delta_{p}^2}\right)\right), where Δp\Delta_{p} is the shortest Euclidean distance of the query point~pp to the boundary of PiP_i. Our structure uses O(n)O(n) space and O(nlog⁥n)O(n \log n) preprocessing time. It is based on a decomposition of the regions of S\mathcal{S} into convex quadrilaterals and triangles with the following property: for any point p∈Pip\in P_i, the quadrilateral or triangle containing~pp has area Ω(Δp2)\Omega(\Delta_{p}^2). For the special case where S\mathcal{S} is a subdivision of the unit square and Îłi=area(Pi)\gamma_i=\mathrm{area}(P_i), we present a simpler solution that achieves a query time of O(min⁥(log⁥n,log⁥1Δp2))O\left(\min \left(\log n, \log \frac{1}{\Delta_{p}^2}\right)\right). The latter solution can be extended to convex subdivisions in three dimensions

    Multi-Step Processing of Spatial Joins

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    Spatial joins are one of the most important operations for combining spatial objects of several relations. In this paper, spatial join processing is studied in detail for extended spatial objects in twodimensional data space. We present an approach for spatial join processing that is based on three steps. First, a spatial join is performed on the minimum bounding rectangles of the objects returning a set of candidates. Various approaches for accelerating this step of join processing have been examined at the last year’s conference [BKS 93a]. In this paper, we focus on the problem how to compute the answers from the set of candidates which is handled by the following two steps. First of all, sophisticated approximations are used to identify answers as well as to filter out false hits from the set of candidates. For this purpose, we investigate various types of conservative and progressive approximations. In the last step, the exact geometry of the remaining candidates has to be tested against the join predicate. The time required for computing spatial join predicates can essentially be reduced when objects are adequately organized in main memory. In our approach, objects are first decomposed into simple components which are exclusively organized by a main-memory resident spatial data structure. Overall, we present a complete approach of spatial join processing on complex spatial objects. The performance of the individual steps of our approach is evaluated with data sets from real cartographic applications. The results show that our approach reduces the total execution time of the spatial join by factors

    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(nlog⁥n)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

    Ear-clipping Based Algorithms of Generating High-quality Polygon Triangulation

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    A basic and an improved ear clipping based algorithm for triangulating simple polygons and polygons with holes are presented. In the basic version, the ear with smallest interior angle is always selected to be cut in order to create fewer sliver triangles. To reduce sliver triangles in further, a bound of angle is set to determine whether a newly formed triangle has sharp angles, and edge swapping is accepted when the triangle is sharp. To apply the two algorithms on polygons with holes, "Bridge" edges are created to transform a polygon with holes to a degenerate polygon which can be triangulated by the two algorithms. Applications show that the basic algorithm can avoid creating sliver triangles and obtain better triangulations than the traditional ear clipping algorithm, and the improved algorithm can in further reduce sliver triangles effectively. Both of the algorithms run in O(n2) time and O(n) space.Comment: Proceedings of the 2012 International Conference on Information Technology and Software Engineering Lecture Notes in Electrical Engineering Volume 212, 2013, pp 979-98
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