61 research outputs found

    On k-Convex Polygons

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    We introduce a notion of kk-convexity and explore polygons in the plane that have this property. Polygons which are \mbox{kk-convex} can be triangulated with fast yet simple algorithms. However, recognizing them in general is a 3SUM-hard problem. We give a characterization of \mbox{22-convex} polygons, a particularly interesting class, and show how to recognize them in \mbox{O(nlog⁥n)O(n \log n)} time. A description of their shape is given as well, which leads to Erd\H{o}s-Szekeres type results regarding subconfigurations of their vertex sets. Finally, we introduce the concept of generalized geometric permutations, and show that their number can be exponential in the number of \mbox{22-convex} objects considered.Comment: 23 pages, 19 figure

    Algorithms for fat objects : decompositions and applications

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    Computational geometry is the branch of theoretical computer science that deals with algorithms and data structures for geometric objects. The most basic geometric objects include points, lines, polygons, and polyhedra. Computational geometry has applications in many areas of computer science, including computer graphics, robotics, and geographic information systems. In many computational-geometry problems, the theoretical worst case is achieved by input that is in some way "unrealistic". This causes situations where the theoretical running time is not a good predictor of the running time in practice. In addition, algorithms must also be designed with the worst-case examples in mind, which causes them to be needlessly complicated. In recent years, realistic input models have been proposed in an attempt to deal with this problem. The usual form such solutions take is to limit some geometric property of the input to a constant. We examine a specific realistic input model in this thesis: the model where objects are restricted to be fat. Intuitively, objects that are more like a ball are more fat, and objects that are more like a long pole are less fat. We look at fat objects in the context of five different problems—two related to decompositions of input objects and three problems suggested by computer graphics. Decompositions of geometric objects are important because they are often used as a preliminary step in other algorithms, since many algorithms can only handle geometric objects that are convex and preferably of low complexity. The two main issues in developing decomposition algorithms are to keep the number of pieces produced by the decomposition small and to compute the decomposition quickly. The main question we address is the following: is it possible to obtain better decompositions for fat objects than for general objects, and/or is it possible to obtain decompositions quickly? These questions are also interesting because most research into fat objects has concerned objects that are convex. We begin by triangulating fat polygons. The problem of triangulating polygons—that is, partitioning them into triangles without adding any vertices—has been solved already, but the only linear-time algorithm is so complicated that it has never been implemented. We propose two algorithms for triangulating fat polygons in linear time that are much simpler. They make use of the observation that a small set of guards placed at points inside a (certain type of) fat polygon is sufficient to see the boundary of such a polygon. We then look at decompositions of fat polyhedra in three dimensions. We show that polyhedra can be decomposed into a linear number of convex pieces if certain fatness restrictions aremet. We also show that if these restrictions are notmet, a quadratic number of pieces may be needed. We also show that if we wish the output to be fat and convex, the restrictions must be much tighter. We then study three computational-geometry problems inspired by computer graphics. First, we study ray-shooting amidst fat objects from two perspectives. This is the problem of preprocessing data into a data structure that can answer which object is first hit by a query ray in a given direction from a given point. We present a new data structure for answering vertical ray-shooting queries—that is, queries where the ray’s direction is fixed—as well as a data structure for answering ray-shooting queries for rays with arbitrary direction. Both structures improve the best known results on these problems. Another problem that is studied in the field of computer graphics is the depth-order problem. We study it in the context of computational geometry. This is the problem of finding an ordering of the objects in the scene from "top" to "bottom", where one object is above the other if they share a point in the projection to the xy-plane and the first object has a higher z-value at that point. We give an algorithm for finding the depth order of a group of fat objects and an algorithm for verifying if a depth order of a group of fat objects is correct. The latter algorithm is useful because the former can return an incorrect order if the objects do not have a depth order (this can happen if the above/below relationship has a cycle in it). The first algorithm improves on the results previously known for fat objects; the second is the first algorithm for verifying depth orders of fat objects. The final problem that we study is the hidden-surface removal problem. In this problem, we wish to find and report the visible portions of a scene from a given viewpoint—this is called the visibility map. The main difficulty in this problem is to find an algorithm whose running time depends in part on the complexity of the output. For example, if all but one of the objects in the input scene are hidden behind one large object, then our algorithm should have a faster running time than if all of the objects are visible and have borders that overlap. We give such an algorithm that improves on the running time of previous algorithms for fat objects. Furthermore, our algorithm is able to handle curved objects and situations where the objects do not have a depth order—two features missing from most other algorithms that perform hidden surface removal

    3D Snap Rounding

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    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})

    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

    Guard placement for efficient pointin-polygon proofs

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    {eppstein, goodrich, nodari} (at) ics.uci.edu We consider the problem of placing a small number of angle guards inside a simple polygon P so as to provide efficient proofs that any given point is inside P. Each angle guard views an infinite wedge of the plane, and a point can prove membership in P if it is inside the wedges for a set of guards whose common intersection contains no points outside the polygon. This model leads to a broad class of new art gallery type problems, which we call “sculpture garden ” problems and for which we provide upper and lower bounds. In particular, we show there is a polygon P such that a “natural” angle-guard vertex placement cannot fully distinguish between points on the inside and outside of P (even if we place a guard at every vertex of P), which implies that Steinerpoint guards are sometimes necessary. More generally, we show that, for any polygon P, there is a set of n + 2(h − 1) angle guards that solve the sculpture garden problem for P, where h is the number of holes in P (so a simple polygon can be defined with n − 2 guards). In addition, we show that, for any orthogonal polygon P, the sculpture garden problem can be solved using n angle guards. We also give an 2 example of a class of simple (non-general-position) polygons that have sculpture garden solutions using O ( √ n) guards, and we show this bound is optimal to within a constant factor. Finally, while optimizing the number of guards solving a sculpture garden problem for a particular P is of unknown complexity, we show how to find in polynomial time a guard placement whose size is within a factor of 2 of the optimal number for any particular polygon

    Preprocessing Imprecise Points for Delaunay Triangulation: Simplified and Extended

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    Suppose we want to compute the Delaunay triangulation of a set P whose points are restricted to a collection R of input regions known in advance. Building on recent work by Löffler and Snoeyink, we show how to leverage our knowledge of R for faster Delaunay computation. Our approach needs no fancy machinery and optimally handles a wide variety of inputs, e.g., overlapping disks of different sizes and fat regions. Keywords: Delaunay triangulation - Data imprecision - Quadtree

    Vision-Based Localization Algorithm Based on Landmark Matching, Triangulation, Reconstruction, and Comparison

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    Many generic position-estimation algorithms are vulnerable to ambiguity introduced by nonunique landmarks. Also, the available high-dimensional image data is not fully used when these techniques are extended to vision-based localization. This paper presents the landmark matching, triangulation, reconstruction, and comparison (LTRC) global localization algorithm, which is reasonably immune to ambiguous landmark matches. It extracts natural landmarks for the (rough) matching stage before generating the list of possible position estimates through triangulation. Reconstruction and comparison then rank the possible estimates. The LTRC algorithm has been implemented using an interpreted language, onto a robot equipped with a panoramic vision system. Empirical data shows remarkable improvement in accuracy when compared with the established random sample consensus method. LTRC is also robust against inaccurate map data

    Rounding meshes in 3D

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    International audienceLet P\mathcal{P} be a set of nn polygons in R3\mathbb{R}^3, each of constant complexity and with pairwise disjoint interiors. We propose a rounding algorithm that maps P\mathcal{P} to a simplicial complex Q\mathcal{Q} whose vertices have integer coordinates. Every face of P\mathcal{P} is mapped to a set of faces (or edges or vertices) of Q\mathcal{Q} and the mapping from P\mathcal{P} to Q\mathcal{Q} can be done through a continuous motion of the faces such that (i) the L∞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\mathcal{Q} is O(n13)O(n^{13}) and the time complexity of the algorithm is O(n15)O(n^{15}) but, under reasonable assumptions, these complexities decrease to O(n4n)O(n^{4}\sqrt{n}) and O(n5)O(n^{5}). Furthermore, these complexities are likely not tight and we expect, in practice on non-pathological data, O(nn)O(n\sqrt{n}) space and time complexities

    Arrondi d’une soupe de triangles

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    Let P\mathcal{P} be a set of nn polygons in R3\mathbb{R}^3, each of constant complexity and with pairwise disjoint interiors. We propose a rounding algorithm that maps P\mathcal{P} to a simplicial complex Q\mathcal{Q} whose vertices have integer coordinates. Every face of P\mathcal{P} is mapped to a set of faces (or edges or vertices) of Q\mathcal{Q} and the mapping from P\mathcal{P} to Q\mathcal{Q} can be done through a continuous motion of the faces such that (i) the L∞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 worse the size of Q\mathcal{Q} is O(n15)O(n^{15}) and the time complexity of the algorithm is O(n19)O(n^{19}) but, under reasonable hypotheses, these complexities decrease to O(n5)O(n^{5}) and O(n6n)O(n^{6}\sqrt{n}).Soit P\mathcal{P} un ensemble de nn polygones dans R3\mathbb{R}^3, chacun de complexitĂ© constante, et d'intĂ©rieurs disjoints.Nous prĂ©sentons un algorithme d'arrondi tel que l'image de P\mathcal{P} soit un complexe simplicial Q\mathcal{Q} dont les sommets ont des coordonnĂ©es entiĂšres. Chaque face deP\mathcal{P} est envoyĂ©e sur un ensemble de faces (ou arĂȘtes ou sommets) de Q\mathcal{Q} et, de plus, P\mathcal {P} peut ĂȘtre tranformĂ© en Q\mathcal {Q} par un mouvement continu des faces de telle sorte que (i) la distance de Hausdorff L∞L_\infty entre une face et son image pendant le mouvement est au plus 3/23/2 et (ii) si deux points deviennent Ă©gaux pendant le mouvement, ils restent Ă©gaux durant le reste de le mouvement. La taille de Q\mathcal {Q} est au pire O(n15) O (n ^ {15}) et la complexitĂ© temporelle de l'algorithme est O(n19) O (n ^ {19}) . Cependant, sous des hypothĂšses raisonnables, ces complexitĂ©s peuvent ĂȘtre ramenĂ©es Ă  O(n5) O (n ^ {5}) et O(n6n) O (n ^ {6} \sqrt {n})
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