8,517 research outputs found

    Hidden surface removal for rectangles

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    AbstractA simple but important special case of the hidden surface removal problem is one in which the scene consists of n rectangles with sides parallel to the x- and y-axes, with viewpoint at z=∞ (that is, an orthographic projection). This special case has application to overlapping windows in computer displays. An algorithm with running time O(n log n + k log n) is given for static scenes, where k is the number of line segments in the output. Algorithms are given for a dynamic setting (that is, rectangles may be inserted and deleted) that take time O(log2n log log n + k log2 n) per insert or delete, where k is now the number of visible line segments that change (appear or disappear). Algorithms for point location in the visible scene are also given

    A Space-Optimal Hidden Surface Removal Algorithm for Iso-Oriented Rectangles

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    We investigate the problem of finding the visible pieces of a scene of objects from a specified viewpoint. In particular, we are interested in the design of an efficient hidden surface removal algorithm for a scene comprised of iso-oriented rectangles. We propose an algorithm where given a set of nn iso-oriented rectangles we report all visible surfaces in O((n+k)logn)O((n+k)\log n) time and linear space, where kk is the number of surfaces reported. The previous best result by Bern, has the same time complexity but uses O(nlogn)O(n\log n) space

    On Communication Protocols that Compute Almost Privately

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    A traditionally desired goal when designing auction mechanisms is incentive compatibility, i.e., ensuring that bidders fare best by truthfully reporting their preferences. A complementary goal, which has, thus far, received significantly less attention, is to preserve privacy, i.e., to ensure that bidders reveal no more information than necessary. We further investigate and generalize the approximate privacy model for two-party communication recently introduced by Feigenbaum et al.[8]. We explore the privacy properties of a natural class of communication protocols that we refer to as "dissection protocols". Dissection protocols include, among others, the bisection auction in [9,10] and the bisection protocol for the millionaires problem in [8]. Informally, in a dissection protocol the communicating parties are restricted to answering simple questions of the form "Is your input between the values \alpha and \beta (under a predefined order over the possible inputs)?". We prove that for a large class of functions, called tiling functions, which include the 2nd-price Vickrey auction, there always exists a dissection protocol that provides a constant average-case privacy approximation ratio for uniform or "almost uniform" probability distributions over inputs. To establish this result we present an interesting connection between the approximate privacy framework and basic concepts in computational geometry. We show that such a good privacy approximation ratio for tiling functions does not, in general, exist in the worst case. We also discuss extensions of the basic setup to more than two parties and to non-tiling functions, and provide calculations of privacy approximation ratios for two functions of interest.Comment: to appear in Theoretical Computer Science (series A

    Binary Space Partitions for Fat Rectangles

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    This is the published version. Copyright © 2000 Society for Industrial and Applied Mathematic
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