8 research outputs found
Morphing of Building Footprints Using a Turning Angle Function
We study the problem of morphing two polygons of building footprints at two different scales. This problem frequently occurs during the continuous zooming of interactive maps. The ground plan of a building footprint on a map has orthogonal characteristics, but traditional morphing methods cannot preserve these geographic characteristics at intermediate scales. We attempt to address this issue by presenting a turning angle function-based morphing model (TAFBM) that can generate polygons at an intermediate scale with an identical turning angle for each side. Thus, the orthogonal characteristics can be preserved during the entire interpolation. A case study demonstrates that the model yields good results when applied to data from a building map at various scales. During the continuous generalization, the orthogonal characteristics and their relationships with the spatial direction and topology are well preserve
Applied Similarity Problems Using Frechet Distance
In the first part of this thesis, we consider an instance of Frechet distance
problem in which the speed of traversal along each segment of the curves is
restricted to be within a specfied range. This setting is more realistic than
the classical Frechet distance setting, specially in GIS applications. We also
study this problem in the setting where the polygonal curves are inside a
simple polygon.
In the second part of this thesis, we present a data structure, called the
free-space map, that enables us to solve several variants of the Frechet
distance problem efficiently. Our data structure encapsulates all the
information available in the free-space diagram, yet it is capable of answering
more general type of queries efficiently. Given that the free-space map has the
same size and construction time as the standard free-space diagram, it can be
viewed as a powerful alternative to it. As part of the results in Part II of
the thesis, we exploit the free-space map to improve the long-standing bound
for computing the partial Frechet distance and obtain improved algorithms for
computing the Frechet distance between two closed curves, and the so-called
minimum/maximum walk problem. We also improve the map matching algorithm for
the case when the map is a directed acyclic graph.
As the last part of this thesis, given a point set S and a polygonal curve P
in R^d, we study the problem of finding a polygonal curve Q through S, which
has a minimum Frechet distance to P. Furthermore, if the problem requires that
curve Q visits every point in S, we show it is NP-complete.Comment: arXiv admin note: text overlap with arXiv:1003.0460 by other author
Straight Line Movement in Morphing and Pursuit Evasion
Piece-wise linear structures are widely used to define problems and to represent simplified
solutions in computational geometry. A piece-wise linear structure consists of straight-line
or linear pieces connected together in a continuous geometric environment like 2D or 3D
Euclidean spaces. In this thesis two different problems both with the approach of finding
piece-wise linear solutions in 2D space are defined and studied: straight-line pursuit evasion
and straight-line morphing.
Straight-line pursuit evasion is a geometric version of the famous cops and robbers game
that is defined in this thesis for the first time. The game is played in a simply connected
region in 2D. It is a full information game where the players take turns. The cop’s goal
is to catch the robber. In a turn, each player may move any distance along a straight
line as long as the line segment connecting their current location to the new location is
not blocked by the region’s boundary. We first prove that the cop can always win the
game when the players move on the visibility graph of a simple polygon. We prove this by
showing that the visibility graph of a simple polygon is “dismantlable” (the known class of
cop-win graphs). Polygon visibility graphs are also shown to be 2-dismantlable. Two other
settings of the game are also studied in this thesis: when the players are free to move on
the infinitely many points inside a simple polygon, and inside a splinegon. In both cases
we show that the cop can always win the game. For the case of polygons, the proposed cop
strategy gives an asymptotically tight linear bound on the number of steps the cop needs
to catch the robber. For the case of splinegons, the cop may need a quadratic number of
steps with the proposed strategy, while our best lower bound is linear.
Straight-line morphing is a type of morphing first defined in this thesis that provides a
nice and smooth transformation between straight-line graph drawings in 2D. In straight-
line morphing, each vertex of the graph moves forward along the line segment connecting
its initial position to its final position. The vertex trajectories in straight-line morphing
are very simple, but because the speed of each vertex may vary, straight-line morphs are
more general than the commonly used “linear morphs” where each vertex moves at uniform
speed. We explore the problem of whether an initial planar straight-line drawing of a graph
can be morphed to a final straight-line drawing of the graph using a straight-line morph
that preserves planarity at all times. We prove that this problem is NP-hard even for
the special case where the graph drawing consists of disjoint segments. We then look at
some restricted versions of the straight-line morphing: when only one vertex moves at a
time, when the vertices move one by one to their final positions uninterruptedly, and when
the edges morph one by one to their final configurations in the case of disjoint segments.
Some of the variations are shown to be still NP-complete while some others are solvable
in polynomial time. We conjecture that the class of planar straight-line morphs is as
powerful as the class of planar piece-wise linear straight-line morphs. We also explore
a simpler problem where for each edge the quadrilateral formed by its initial and final
positions together with the trajectories of its two vertices is convex. There is a necessary
condition for this case that we conjecture is also sufficient for paths and cycles
Morphing Parallel Graph Drawings
A pair of straight-line drawings of a graph is called parallel if, for every edge of the graph, the line segment that represents the edge in one drawing is parallel with the line segment that represents the edge in the other drawing. We study the problem of morphing between pairs of parallel planar drawings of a graph, keeping all intermediate drawings planar and parallel with the source and target drawings. We call such a morph a parallel morph. Parallel morphs have application to graph visualization. The problem of deciding whether two parallel drawings in the plane admit a parallel morph turns out to be NP-hard in general. However, for some restricted classes of graphs and drawings, we can efficiently decide parallel morphability. Our main positive result is that every pair of parallel simple orthogonal drawings in the plane admits a parallel morph. We give an efficient algorithm that computes such a morph. The number of steps required in a morph produced by our algorithm is linear in the complexity of the graph, where a step involves moving each vertex along a straight line at constant speed. We prove that this upper bound on the number of steps is within a constant factor of the worst-case lower bound. We explore the related problem of computing a parallel morph where edges are required to change length monotonically, i.e. to be either non-increasing or non-decreasing in length. Although parallel orthogonally-convex polygons always admit a monotone parallel morph, deciding morphability under these constraints is NP-hard, even for orthogonal polygons. We also begin a study of parallel morphing in higher dimensions. Parallel drawings of trees in any dimension always admit a parallel morph. This is not so for parallel drawings of cycles in 3-space, even if orthogonal. Similarly, not all pairs of parallel orthogonal polyhedra admit a parallel morph, even if they are topological spheres. In fact, deciding parallel morphability turns out to be PSPACE-hard for both parallel orthogonal polyhedra, and parallel orthogonal drawings in 3-space