187 research outputs found

    Steinitz Theorems for Orthogonal Polyhedra

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    We define a simple orthogonal polyhedron to be a three-dimensional polyhedron with the topology of a sphere in which three mutually-perpendicular edges meet at each vertex. By analogy to Steinitz's theorem characterizing the graphs of convex polyhedra, we find graph-theoretic characterizations of three classes of simple orthogonal polyhedra: corner polyhedra, which can be drawn by isometric projection in the plane with only one hidden vertex, xyz polyhedra, in which each axis-parallel line through a vertex contains exactly one other vertex, and arbitrary simple orthogonal polyhedra. In particular, the graphs of xyz polyhedra are exactly the bipartite cubic polyhedral graphs, and every bipartite cubic polyhedral graph with a 4-connected dual graph is the graph of a corner polyhedron. Based on our characterizations we find efficient algorithms for constructing orthogonal polyhedra from their graphs.Comment: 48 pages, 31 figure

    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

    Lagrangian submanifolds from tropical hypersurfaces

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    We prove that a smooth tropical hypersurface in R3\mathbb{R}^3 can be lifted to a smooth embedded Lagrangian submanifold in (C∗)3(\mathbb{C}^*)^3. This completes the proof of the result announced in the article "Lagrangian pairs pants" arXiv:1802.02993. The idea of the proof is to use Lagrangian pairs of pants as the main building blocks.Comment: 59 pages, 14 Figures. This article completes the proof of the result announced in "Lagrangian pairs pants" arXiv:1802.0299

    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

    Minkowski Sum Construction and other Applications of Arrangements of Geodesic Arcs on the Sphere

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    We present two exact implementations of efficient output-sensitive algorithms that compute Minkowski sums of two convex polyhedra in 3D. We do not assume general position. Namely, we handle degenerate input, and produce exact results. We provide a tight bound on the exact maximum complexity of Minkowski sums of polytopes in 3D in terms of the number of facets of the summand polytopes. The algorithms employ variants of a data structure that represents arrangements embedded on two-dimensional parametric surfaces in 3D, and they make use of many operations applied to arrangements in these representations. We have developed software components that support the arrangement data-structure variants and the operations applied to them. These software components are generic, as they can be instantiated with any number type. However, our algorithms require only (exact) rational arithmetic. These software components together with exact rational-arithmetic enable a robust, efficient, and elegant implementation of the Minkowski-sum constructions and the related applications. These software components are provided through a package of the Computational Geometry Algorithm Library (CGAL) called Arrangement_on_surface_2. We also present exact implementations of other applications that exploit arrangements of arcs of great circles embedded on the sphere. We use them as basic blocks in an exact implementation of an efficient algorithm that partitions an assembly of polyhedra in 3D with two hands using infinite translations. This application distinctly shows the importance of exact computation, as imprecise computation might result with dismissal of valid partitioning-motions.Comment: A Ph.D. thesis carried out at the Tel-Aviv university. 134 pages long. The advisor was Prof. Dan Halperi

    Geometric aspects of the casting process

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    Manufacturing is the process of converting raw materials into useful products. Among the most important manufacturing processes, casting is a commonly used manufacturing process for plastic and metal objects. The industrial casting process consists of two stages. First, liquid is filled into a cavity formed by two cast parts. After the liquid has hardened, one cast part retracts, carrying the object with it. Afterwards, the object is ejected from the retracted cast part. In both retraction and ejection steps, the cast parts and the object should not be damaged, so that the quality of final object is guaranteed and the cast parts can be reused to produce another object. This mode of production is called ``mass production''. Due to the geometric nature of the casting process, many geometric problems arise in the automation of casting. The problems we address here concern this aspect: Given a 3-dimensional object, is there a cast for it whose parts can be removed after the liquid has solidified? An object for which this is the case is called castable. We consider the castability problem in three different casting models with a two-part cast. In the first casting model, two parts must be removed in opposite directions. There are two cases depending on whether the removal direction is specified in advance or not. The second model is identical to the first casting model, except that the cast machinery has a certain level of uncertainty in its directional movement. In the third model, the two cast parts are to be removed in two given directions and these directions need not be opposite. For all three casting models, we give complete characterizations of castability, and obtain algorithms to verify these conditions for polyhedral parts. In manufacturing, features of an object imply manufacturing information, which facilitates the process of analyzing manufacturability and the automated design of a cast for the object. A small hole or a depression on the boundary of an object, for example, restricts the set of removal directions for which this object is castable, since the portion of the cast in the hole or in the depression must be removed from the object without breaking the object. We define a geometric feature, the cavity, which is related to the castability of objects, and provide algorithms to extract it from objects
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