1,640 research outputs found
Inner and Outer Rounding of Boolean Operations on Lattice Polygonal Regions
Robustness problems due to the substitution of the exact computation on real
numbers by the rounded floating point arithmetic are often an obstacle to
obtain practical implementation of geometric algorithms. If the adoption of the
--exact computation paradigm--[Yap et Dube] gives a satisfactory solution to
this kind of problems for purely combinatorial algorithms, this solution does
not allow to solve in practice the case of algorithms that cascade the
construction of new geometric objects. In this report, we consider the problem
of rounding the intersection of two polygonal regions onto the integer lattice
with inclusion properties. Namely, given two polygonal regions A and B having
their vertices on the integer lattice, the inner and outer rounding modes
construct two polygonal regions with integer vertices which respectively is
included and contains the true intersection. We also prove interesting results
on the Hausdorff distance, the size and the convexity of these polygonal
regions
3D Snap Rounding
Let P be a set of n polygons in R^3, each of constant complexity and with pairwise disjoint interiors. We propose a rounding algorithm that maps P to a simplicial complex Q whose vertices have integer coordinates. Every face of P is mapped to a set of faces (or edges or vertices) of Q and the mapping from P to Q can be done through a continuous motion of the faces such that (i) the L_infty Hausdorff distance between a face and its image during the motion is at most 3/2 and (ii) if two points become equal during the motion, they remain equal through the rest of the motion. In the worst case, the size of Q is O(n^{15}) and the time complexity of the algorithm is O(n^{19}) but, under reasonable hypotheses, these complexities decrease to O(n^{5}) and O(n^{6}sqrt{n})
Snap Rounding of BĂ©zier Curves
We present an extension of snap roundingfrom straight-line segments (see Guibas and Marimont, 1998)to BĂ©zier curves of arbitrary degree, and thus the first method for geometric roundingof curvilinear arrangements.Our algorithm takes a set of intersecting BĂ©zier curvesand directly computes a geometric rounding of their true arrangement, without the need of representing the true arrangement exactly.The algorithm's output is a deformation of the true arrangementthat has all BĂ©zier control points at integer pointsand comes with the same geometric guarantees as instraight-line snap rounding: during rounding, objects do not movefurther than the radius of a pixel, and features of thearrangement may collapse but do not invert
Snap Rounding with Restore: an Algorithm for Producing Robust Geometric Datasets
This paper presents a new algorithm called Snap Rounding with Restore (SRR), which aims to make ge- ometric datasets robust and to increase the quality of geometric approximation and the preservation of topological structure. It is based on the well-known Snap Rounding algorithm, but improves it by eliminat- ing from the snap rounded arrangement the configurations in which the distance between a vertex and a non-incident edge is smaller than half-the-width of a pixel of the rounding grid. Therefore, the goal of SRR is exactly the same as the goal of another algorithm, Iterated Snap Rounding (ISR), and of its evolution, Iterated Snap Rounding with Bounded Drift (ISRBD). However, SRR produces an output with a quality of approximation that is on average better than ISRBD, both under the viewpoint of the distance from the original segments and of the conservation of their topological structure. The paper also reports some cases where ISRBD, notwithstanding the bounded drift, produces strong topological modifications while SRR does not. A statistical analysis on a large collection of input datasets confirms these differences. It follows that the proposed Snap Rounding with Restore algorithm is suitable for applications that require both robustness, a guaranteed geometric approximation and a good topological approximation
High Dimensional Consistent Digital Segments
We consider the problem of digitalizing Euclidean line segments from R^d to Z^d. Christ {et al.} (DCG, 2012) showed how to construct a set of {consistent digital segments} (CDS) for d=2: a collection of segments connecting any two points in Z^2 that satisfies the natural extension of the Euclidean axioms to Z^d. In this paper we study the construction of CDSs in higher dimensions.
We show that any total order can be used to create a set of {consistent digital rays} CDR in Z^d (a set of rays emanating from a fixed point p that satisfies the extension of the Euclidean axioms). We fully characterize for which total orders the construction holds and study their Hausdorff distance, which in particular positively answers the question posed by Christ {et al.}
Arrondi dâune soupe de triangles
Let be a set of polygons in , each of constant complexity and with pairwise disjoint interiors. We propose a rounding algorithm that maps to a simplicial complex whose vertices have integer coordinates. Every face of is mapped to a set of faces (or edges or vertices) of and the mapping from to can be done through a continuous motion of the faces such that (i) the Hausdorff distance between a face and its image during the motion is at most 3/2 and (ii) if two points become equal during the motion, they remain equal through the rest of the motion. In the worse the size of is and the time complexity of the algorithm is but, under reasonable hypotheses, these complexities decrease to and .Soit un ensemble de polygones dans , chacun de complexitĂ© constante, et d'intĂ©rieurs disjoints.Nous prĂ©sentons un algorithme d'arrondi tel que l'image de soit un complexe simplicial dont les sommets ont des coordonnĂ©es entiĂšres. Chaque face de est envoyĂ©e sur un ensemble de faces (ou arĂȘtes ou sommets) de et, de plus, peut ĂȘtre tranformĂ© en par un mouvement continu des faces de telle sorte que (i) la distance de Hausdorff entre une face et son image pendant le mouvement est au plus et (ii) si deux points deviennent Ă©gaux pendant le mouvement, ils restent Ă©gaux durant le reste de le mouvement. La taille de est au pire et la complexitĂ© temporelle de l'algorithme est . Cependant, sous des hypothĂšses raisonnables, ces complexitĂ©s peuvent ĂȘtre ramenĂ©es Ă et
- âŠ