5,927 research outputs found

    Local Complexity of Polygons

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    Many problems in Discrete and Computational Geometry deal with simple polygons or polygonal regions. Many algorithms and data-structures perform considerably faster, if the underlying polygonal region has low local complexity. One obstacle to make this intuition rigorous, is the lack of a formal definition of local complexity. Here, we give two possible definitions and show how they are related in a combinatorial sense. We say that a polygon PP has point visibility width w=pvww=pvw, if there is no point q∈Pq\in P that sees more than ww reflex vertices. We say that a polygon PP has chord visibility width w=cvww=cvw , if there is no chord c=seg(a,b)⊂Pc=\textrm{seg}(a,b)\subset P that sees more than w reflex vertices. We show that cvw≀pvwO(pvw), cvw \leq pvw ^{O( pvw )}, for any simple polygon. Furthermore, we show that there exists a simple polygon with cvw≄2Ω(pvw). cvw \geq 2^{\Omega( pvw )}.Comment: 7 pages, 5 figure

    Multi-Agent Deployment for Visibility Coverage in Polygonal Environments with Holes

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    This article presents a distributed algorithm for a group of robotic agents with omnidirectional vision to deploy into nonconvex polygonal environments with holes. Agents begin deployment from a common point, possess no prior knowledge of the environment, and operate only under line-of-sight sensing and communication. The objective of the deployment is for the agents to achieve full visibility coverage of the environment while maintaining line-of-sight connectivity with each other. This is achieved by incrementally partitioning the environment into distinct regions, each completely visible from some agent. Proofs are given of (i) convergence, (ii) upper bounds on the time and number of agents required, and (iii) bounds on the memory and communication complexity. Simulation results and description of robust extensions are also included

    Visibility Graphs, Dismantlability, and the Cops and Robbers Game

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    We study versions of cop and robber pursuit-evasion games on the visibility graphs of polygons, and inside polygons with straight and curved sides. Each player has full information about the other player's location, players take turns, and the robber is captured when the cop arrives at the same point as the robber. In visibility graphs we show the cop can always win because visibility graphs are dismantlable, which is interesting as one of the few results relating visibility graphs to other known graph classes. We extend this to show that the cop wins games in which players move along straight line segments inside any polygon and, more generally, inside any simply connected planar region with a reasonable boundary. Essentially, our problem is a type of pursuit-evasion using the link metric rather than the Euclidean metric, and our result provides an interesting class of infinite cop-win graphs.Comment: 23 page

    Subclass Discriminant Analysis of Morphological and Textural Features for HEp-2 Staining Pattern Classification

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    Classifying HEp-2 fluorescence patterns in Indirect Immunofluorescence (IIF) HEp-2 cell imaging is important for the differential diagnosis of autoimmune diseases. The current technique, based on human visual inspection, is time-consuming, subjective and dependent on the operator's experience. Automating this process may be a solution to these limitations, making IIF faster and more reliable. This work proposes a classification approach based on Subclass Discriminant Analysis (SDA), a dimensionality reduction technique that provides an effective representation of the cells in the feature space, suitably coping with the high within-class variance typical of HEp-2 cell patterns. In order to generate an adequate characterization of the fluorescence patterns, we investigate the individual and combined contributions of several image attributes, showing that the integration of morphological, global and local textural features is the most suited for this purpose. The proposed approach provides an accuracy of the staining pattern classification of about 90%

    Computing a rectilinear shortest path amid splinegons in plane

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    We reduce the problem of computing a rectilinear shortest path between two given points s and t in the splinegonal domain \calS to the problem of computing a rectilinear shortest path between two points in the polygonal domain. As part of this, we define a polygonal domain \calP from \calS and transform a rectilinear shortest path computed in \calP to a path between s and t amid splinegon obstacles in \calS. When \calS comprises of h pairwise disjoint splinegons with a total of n vertices, excluding the time to compute a rectilinear shortest path amid polygons in \calP, our reduction algorithm takes O(n + h \lg{n}) time. For the special case of \calS comprising of concave-in splinegons, we have devised another algorithm in which the reduction procedure does not rely on the structures used in the algorithm to compute a rectilinear shortest path in polygonal domain. As part of these, we have characterized few of the properties of rectilinear shortest paths amid splinegons which could be of independent interest
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