934 research outputs found

    Query-points visibility constraint minimum link paths in simple polygons

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    We study the query version of constrained minimum link paths between two points inside a simple polygon PP with nn vertices such that there is at least one point on the path, visible from a query point. The method is based on partitioning PP into a number of faces of equal link distance from a point, called a link-based shortest path map (SPM). Initially, we solve this problem for two given points ss, tt and a query point qq. Then, the proposed solution is extended to a general case for three arbitrary query points ss, tt and qq. In the former, we propose an algorithm with O(n)O(n) preprocessing time. Extending this approach for the latter case, we develop an algorithm with O(n3)O(n^3) preprocessing time. The link distance of a qq-visiblevisible path between ss, tt as well as the path are provided in time O(logā”n)O(\log n) and O(m+logā”n)O(m+\log n), respectively, for the above two cases, where mm is the number of links

    Computational Geometry Column 42

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    A compendium of thirty previously published open problems in computational geometry is presented.Comment: 7 pages; 72 reference

    Diffuse Reflection Diameter in Simple Polygons

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    We prove a conjecture of Aanjaneya, Bishnu, and Pal that the minimum number of diffuse reflections sufficient to illuminate the interior of any simple polygon with nn walls from any interior point light source is āŒŠn/2āŒ‹āˆ’1\lfloor n/2 \rfloor - 1. Light reflecting diffusely leaves a surface in all directions, rather than at an identical angle as with specular reflections.Comment: To appear in Discrete Applied Mathematic

    Data Structures for Halfplane Proximity Queries and Incremental Voronoi Diagrams

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    We consider preprocessing a set SS of nn points in convex position in the plane into a data structure supporting queries of the following form: given a point qq and a directed line ā„“\ell in the plane, report the point of SS that is farthest from (or, alternatively, nearest to) the point qq among all points to the left of line ā„“\ell. We present two data structures for this problem. The first data structure uses O(n1+Īµ)O(n^{1+\varepsilon}) space and preprocessing time, and answers queries in O(21/Īµlogā”n)O(2^{1/\varepsilon} \log n) time, for any 0<Īµ<10 < \varepsilon < 1. The second data structure uses O(nlogā”3n)O(n \log^3 n) space and polynomial preprocessing time, and answers queries in O(logā”n)O(\log n) time. These are the first solutions to the problem with O(logā”n)O(\log n) query time and o(n2)o(n^2) space. The second data structure uses a new representation of nearest- and farthest-point Voronoi diagrams of points in convex position. This representation supports the insertion of new points in clockwise order using only O(logā”n)O(\log n) amortized pointer changes, in addition to O(logā”n)O(\log n)-time point-location queries, even though every such update may make Ī˜(n)\Theta(n) combinatorial changes to the Voronoi diagram. This data structure is the first demonstration that deterministically and incrementally constructed Voronoi diagrams can be maintained in o(n)o(n) amortized pointer changes per operation while keeping O(logā”n)O(\log n)-time point-location queries.Comment: 17 pages, 6 figures. Various small improvements. To appear in Algorithmic

    Shortest Path Problems on a Polyhedral Surface

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    We develop algorithms to compute shortest path edge sequences, Voronoi diagrams, the FrƩchet distance, and the diameter for a polyhedral surface

    The Visibility Freeze-Tag Problem

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    In the Freeze-Tag Problem, we are given a set of robots at points inside some metric space. Initially, all the robots are frozen except one. That robot can awaken (or ā€œunfreezeā€) another robot by moving to its position, and once a robot is awakened, it can move and help to awaken other robots. The goal is to awaken all the robots in the shortest time. The Freeze-Tag Problem has been studied in different metric spaces: graphs and Euclidean spaces. In this thesis, we look at the Freeze-Tag Problem in polygons, and we introduce the Visibility Freeze-Tag Problem, where one robot can awaken another robot by ā€œseeingā€ it. Furthermore, we introduce a variant of the Visibility Freeze-Tag Problem, called the Line/Point Freeze Tag Problem, where each robot lies on an awakening line, and one robot can awaken another robot by touching its awakening line. We survey the current results for the Freeze-Tag Problem in graphs, Euclidean spaces and polygons. Since the Visibility Freeze-Tag Problem bears some resemblance to the Watchman Route Problem, we also survey the background literature on the Watchman Route Problem. We show that the Freeze-Tag Problem in polygons and the Visibility Freeze-Tag Problem are NP-hard, and we present an O(n)-approximation algorithm for the Visibility Freeze-Tag Problem. For the Line/Point Freeze-Tag Problem, we give a polynomial time algorithm for the special case where all the awakening lines are parallel to each other. We prove that the general case is NP-hard, and we present an O(1)- approximation algorithm
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