1,800 research outputs found

    Searching Polyhedra by Rotating Half-Planes

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    The Searchlight Scheduling Problem was first studied in 2D polygons, where the goal is for point guards in fixed positions to rotate searchlights to catch an evasive intruder. Here the problem is extended to 3D polyhedra, with the guards now boundary segments who rotate half-planes of illumination. After carefully detailing the 3D model, several results are established. The first is a nearly direct extension of the planar one-way sweep strategy using what we call exhaustive guards, a generalization that succeeds despite there being no well-defined notion in 3D of planar "clockwise rotation". Next follow two results: every polyhedron with r>0 reflex edges can be searched by at most r^2 suitably placed guards, whereas just r guards suffice if the polyhedron is orthogonal. (Minimizing the number of guards to search a given polyhedron is easily seen to be NP-hard.) Finally we show that deciding whether a given set of guards has a successful search schedule is strongly NP-hard, and that deciding if a given target area is searchable at all is strongly PSPACE-hard, even for orthogonal polyhedra. A number of peripheral results are proved en route to these central theorems, and several open problems remain for future work.Comment: 45 pages, 26 figure

    Optimal Point Placement for Mesh Smoothing

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    We study the problem of moving a vertex in an unstructured mesh of triangular, quadrilateral, or tetrahedral elements to optimize the shapes of adjacent elements. We show that many such problems can be solved in linear time using generalized linear programming. We also give efficient algorithms for some mesh smoothing problems that do not fit into the generalized linear programming paradigm.Comment: 12 pages, 3 figures. A preliminary version of this paper was presented at the 8th ACM/SIAM Symp. on Discrete Algorithms (SODA '97). This is the final version, and will appear in a special issue of J. Algorithms for papers from SODA '9

    Minimizing Turns in Watchman Robot Navigation: Strategies and Solutions

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    The Orthogonal Watchman Route Problem (OWRP) entails the search for the shortest path, known as the watchman route, that a robot must follow within a polygonal environment. The primary objective is to ensure that every point in the environment remains visible from at least one point on the route, allowing the robot to survey the entire area in a single, continuous sweep. This research places particular emphasis on reducing the number of turns in the route, as it is crucial for optimizing navigation in watchman routes within the field of robotics. The cost associated with changing direction is of significant importance, especially for specific types of robots. This paper introduces an efficient linear-time algorithm for solving the OWRP under the assumption that the environment is monotone. The findings of this study contribute to the progress of robotic systems by enabling the design of more streamlined patrol robots. These robots are capable of efficiently navigating complex environments while minimizing the number of turns. This advancement enhances their coverage and surveillance capabilities, making them highly effective in various real-world applications.Comment: 6 pages, 3 figure

    On the forces that cable webs under tension can support and how to design cable webs to channel stresses

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    In many applications of Structural Engineering the following question arises: given a set of forces f1,f2,,fN\mathbf{f}_1,\mathbf{f}_2,\dots,\mathbf{f}_N applied at prescribed points x1,x2,,xN\mathbf{x}_1,\mathbf{x}_2,\dots,\mathbf{x}_N, under what constraints on the forces does there exist a truss structure (or wire web) with all elements under tension that supports these forces? Here we provide answer to such a question for any configuration of the terminal points x1,x2,,xN\mathbf{x}_1,\mathbf{x}_2,\dots,\mathbf{x}_N in the two- and three-dimensional case. Specifically, the existence of a web is guaranteed by a necessary and sufficient condition on the loading which corresponds to a finite dimensional linear programming problem. In two-dimensions we show that any such web can be replaced by one in which there are at most PP elementary loops, where elementary means the loop cannot be subdivided into subloops, and where PP is the number of forces f1,f2,,fN\mathbf{f}_1,\mathbf{f}_2,\dots,\mathbf{f}_N applied at points strictly within the convex hull of x1,x2,,xN\mathbf{x}_1,\mathbf{x}_2,\dots,\mathbf{x}_N. In three-dimensions we show that, by slightly perturbing f1,f2,,fN\mathbf{f}_1,\mathbf{f}_2,\dots,\mathbf{f}_N, there exists a uniloadable web supporting this loading. Uniloadable means it supports this loading and all positive multiples of it, but not any other loading. Uniloadable webs provide a mechanism for distributing stress in desired ways.Comment: 18 pages, 8 figure

    Stock Cutting Of Complicated Designs by Computing Minimal Nested Polygons

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    This paper studies the following problem in stock cutting: when it is required to cut out complicated designs from parent material, it is cumbersome to cut out the exact design or shape, especially if the cutting process involves optimization. In such cases, it is desired that, as a first step, the machine cut out a relatively simpler approximation of the original design, in order to facilitate the optimization techniques that are then used to cut out the actua1 design. This paper studies this problem of approximating complicated designs or shapes. The problem is defined formally first and then it is shown that this problem is equivalent to the Minima1 Nested Polygon problem in geometry. Some properties of the problem are then shown and it is demonstrated that the problem is related to the Minimal Turns Path problem in geometry. With these results, an efficient approximate algorithm is obtained for the origina1 stock cutting problem. Numerica1 examples are provided to illustrate the working of the algorithm in different cases

    Nucleation and growth of lattice crystals

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    A variational lattice model is proposed to define an evolution of sets from a single point (nucleation) following a criterion of "maximization" of the perimeter. At a discrete level, the evolution has a "checkerboard" structure and its shape is affected by the choice of the norm defining the dissipation term. For every choice of the scales, the convergence of the discrete scheme to a family of expanding sets with constant velocity is proved

    Guarding and Searching Polyhedra

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    Guarding and searching problems have been of fundamental interest since the early years of Computational Geometry. Both are well-developed areas of research and have been thoroughly studied in planar polygonal settings. In this thesis we tackle the Art Gallery Problem and the Searchlight Scheduling Problem in 3-dimensional polyhedral environments, putting special emphasis on edge guards and orthogonal polyhedra. We solve the Art Gallery Problem with reflex edge guards in orthogonal polyhedra having reflex edges in just two directions: generalizing a classic theorem by O'Rourke, we prove that r/2 + 1 reflex edge guards are sufficient and occasionally necessary, where r is the number of reflex edges. We also show how to compute guard locations in O(n log n) time. Then we investigate the Art Gallery Problem with mutually parallel edge guards in orthogonal polyhedra with e edges, showing that 11e/72 edge guards are always sufficient and can be found in linear time, improving upon the previous state of the art, which was e/6. We also give tight inequalities relating e with the number of reflex edges r, obtaining an upper bound on the guard number of 7r/12 + 1. We further study the Art Gallery Problem with edge guards in polyhedra having faces oriented in just four directions, obtaining a lower bound of e/6 - 1 edge guards and an upper bound of (e+r)/6 edge guards. All the previously mentioned results hold for polyhedra of any genus. Additionally, several guard types and guarding modes are discussed, namely open and closed edge guards, and orthogonal and non-orthogonal guarding. Next, we model the Searchlight Scheduling Problem, the problem of searching a given polyhedron by suitably turning some half-planes around their axes, in order to catch an evasive intruder. After discussing several generalizations of classic theorems, we study the problem of efficiently placing guards in a given polyhedron, in order to make it searchable. For general polyhedra, we give an upper bound of r^2 on the number of guards, which reduces to r for orthogonal polyhedra. Then we prove that it is strongly NP-hard to decide if a given polyhedron is entirely searchable by a given set of guards. We further prove that, even under the assumption that an orthogonal polyhedron is searchable, approximating the minimum search time within a small-enough constant factor to the optimum is still strongly NP-hard. Finally, we show that deciding if a specific region of an orthogonal polyhedron is searchable is strongly PSPACE-hard. By further improving our construction, we show that the same problem is strongly PSPACE-complete even for planar orthogonal polygons. Our last results are especially meaningful because no similar hardness theorems for 2-dimensional scenarios were previously known
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