8 research outputs found

    Optimal Morphs of Convex Drawings

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    We give an algorithm to compute a morph between any two convex drawings of the same plane graph. The morph preserves the convexity of the drawing at any time instant and moves each vertex along a piecewise linear curve with linear complexity. The linear bound is asymptotically optimal in the worst case.Comment: To appear in SoCG 201

    Morphing Contact Representations of Graphs

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    We consider the problem of morphing between contact representations of a plane graph. In a contact representation of a plane graph, vertices are realized by internally disjoint elements from a family of connected geometric objects. Two such elements touch if and only if their corresponding vertices are adjacent. These touchings also induce the same embedding as in the graph. In a morph between two contact representations we insist that at each time step (continuously throughout the morph) we have a contact representation of the same type. We focus on the case when the geometric objects are triangles that are the lower-right half of axis-parallel rectangles. Such RT-representations exist for every plane graph and right triangles are one of the simplest families of shapes supporting this property. Thus, they provide a natural case to study regarding morphs of contact representations of plane graphs. We study piecewise linear morphs, where each step is a linear morph moving the endpoints of each triangle at constant speed along straight-line trajectories. We provide a polynomial-time algorithm that decides whether there is a piecewise linear morph between two RT-representations of a plane triangulation, and, if so, computes a morph with a quadratic number of linear morphs. As a direct consequence, we obtain that for 4-connected plane triangulations there is a morph between every pair of RT-representations where the "top-most" triangle in both representations corresponds to the same vertex. This shows that the realization space of such RT-representations of any 4-connected plane triangulation forms a connected set

    Convex Drawings of Hierarchical Graphs in Linear Time, with Applications to Planar Graph Morphing

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    Convexity-Increasing Morphs of Planar Graphs

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    We study the problem of convexifying drawings of planar graphs. Given any planar straight-line drawing of an internally 3-connected graph, we show how to morph the drawing to one with strictly convex faces while maintaining planarity at all times. Our morph is convexity-increasing, meaning that once an angle is convex, it remains convex. We give an efficient algorithm that constructs such a morph as a composition of a linear number of steps where each step either moves vertices along horizontal lines or moves vertices along vertical lines. Moreover, we show that a linear number of steps is worst-case optimal. To obtain our result, we use a well-known technique by Hong and Nagamochi for finding redrawings with convex faces while preserving y-coordinates. Using a variant of Tutte's graph drawing algorithm, we obtain a new proof of Hong and Nagamochi's result which comes with a better running time. This is of independent interest, as Hong and Nagamochi's technique serves as a building block in existing morphing algorithms.Comment: Preliminary version in Proc. WG 201

    Upward Planar Morphs

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    We prove that, given two topologically-equivalent upward planar straight-line drawings of an nn-vertex directed graph GG, there always exists a morph between them such that all the intermediate drawings of the morph are upward planar and straight-line. Such a morph consists of O(1)O(1) morphing steps if GG is a reduced planar stst-graph, O(n)O(n) morphing steps if GG is a planar stst-graph, O(n)O(n) morphing steps if GG is a reduced upward planar graph, and O(n2)O(n^2) morphing steps if GG is a general upward planar graph. Further, we show that Ω(n)\Omega(n) morphing steps might be necessary for an upward planar morph between two topologically-equivalent upward planar straight-line drawings of an nn-vertex path.Comment: Appears in the Proceedings of the 26th International Symposium on Graph Drawing and Network Visualization (GD 2018) The current version is the extended on

    Straight Line Movement in Morphing and Pursuit Evasion

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    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
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