293 research outputs found

    Reconstructing Generalized Staircase Polygons with Uniform Step Length

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    Visibility graph reconstruction, which asks us to construct a polygon that has a given visibility graph, is a fundamental problem with unknown complexity (although visibility graph recognition is known to be in PSPACE). We show that two classes of uniform step length polygons can be reconstructed efficiently by finding and removing rectangles formed between consecutive convex boundary vertices called tabs. In particular, we give an O(n2m)O(n^2m)-time reconstruction algorithm for orthogonally convex polygons, where nn and mm are the number of vertices and edges in the visibility graph, respectively. We further show that reconstructing a monotone chain of staircases (a histogram) is fixed-parameter tractable, when parameterized on the number of tabs, and polynomially solvable in time O(n2m)O(n^2m) under reasonable alignment restrictions.Comment: Appears in the Proceedings of the 25th International Symposium on Graph Drawing and Network Visualization (GD 2017

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Stretchability of Star-Like Pseudo-Visibility Graphs

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    We present advances on the open problem of characterizing vertex-edge visibility graphs (ve-graphs), reduced by results of O\u27Rourke and Streinu to a stretchability question for pseudo-polygons. We introduce star-like pseudo-polygons as a special subclass containing all the known instances of non-stretchable pseudo-polygons. We give a complete combinatorial characterization and a linear-time decision procedure for star-like pseudo-polygon stretchability and star-like ve-graph recognition. To the best of our knowledge, this is the first problem in computational geometry for which a combinatorial characterization was found by first isolating the oriented matroid substructure and then separately solving the stretchability question. It is also the first class (as opposed to isolated examples) of oriented matroids for which an efficient stretchability decision procedure based on combinatorial criteria is given. The difficulty of the general stretchability problem implied by Mnev\u27s Universality Theorem makes this a result of independent interest in the theory of oriented matroids

    Stretchability of Star-Like Pseudo-Visibility Graphs

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    We present advances on the open problem of characterizing vertex-edge visibility graphs (ve-graphs), reduced by results of O\u27Rourke and Streinu to a stretchability question for pseudo-polygons. We introduce star-like pseudo-polygons as a special subclass containing all the known instances of non-stretchable pseudo-polygons. We give a complete combinatorial characterization and a linear-time decision procedure for star-like pseudo-polygon stretchability and star-like ve-graph recognition. To the best of our knowledge, this is the first problem in computational geometry for which a combinatorial characterization was found by first isolating the oriented matroid substructure and then separately solving the stretchability question. It is also the first class (as opposed to isolated examples) of oriented matroids for which an efficient stretchability decision procedure based on combinatorial criteria is given. The difficulty of the general stretchability problem implied by Mnev\u27s Universality Theorem makes this a result of independent interest in the theory of oriented matroids

    Approximation Algorithms for Illuminating 1.5D Terrain

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    We review important algorithmic results for the coverage of 1.5D terrain by point guards. Finding the minimum number of point guards for covering 1.5D terrain is known to be NP-hard. We propose two approximation algorithms for covering 1.5D terrain by a fewer number of point guards. The first algorithm (Greedy Ranking Algorithm) is based on ranking vertices in term of number of visible edges from them. The second algorithm (Greedy Forward Marching Algorithm) works in greedy manner by scanning the terrain from left to right. Both algorithms are implemented in Python 2.7 programming language

    Collection of abstracts of the 24th European Workshop on Computational Geometry

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    International audienceThe 24th European Workshop on Computational Geomety (EuroCG'08) was held at INRIA Nancy - Grand Est & LORIA on March 18-20, 2008. The present collection of abstracts contains the 63 scientific contributions as well as three invited talks presented at the workshop

    Hierarchical Graphs as Organisational Principle and Spatial Model Applied to Pedestrian Indoor Navigation

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    In this thesis, hierarchical graphs are investigated from two different angles – as a general modelling principle for (geo)spatial networks and as a practical means to enhance navigation in buildings. The topics addressed are of interest from a multi-disciplinary point of view, ranging from Computer Science in general over Artificial Intelligence and Computational Geometry in particular to other fields such as Geographic Information Science. Some hierarchical graph models have been previously proposed by the research community, e.g. to cope with the massive size of road networks, or as a conceptual model for human wayfinding. However, there has not yet been a comprehensive, systematic approach for modelling spatial networks with hierarchical graphs. One particular problem is the gap between conceptual models and models which can be readily used in practice. Geospatial data is commonly modelled - if at all - only as a flat graph. Therefore, from a practical point of view, it is important to address the automatic construction of a graph hierarchy based on the predominant data models. The work presented deals with this problem: an automated method for construction is introduced and explained. A particular contribution of my thesis is the proposition to use hierarchical graphs as the basis for an extensible, flexible architecture for modelling various (geo)spatial networks. The proposed approach complements classical graph models very well in the sense that their expressiveness is extended: various graphs originating from different sources can be integrated into a comprehensive, multi-level model. This more sophisticated kind of architecture allows for extending navigation services beyond the borders of one single spatial network to a collection of heterogeneous networks, thus establishing a meta-navigation service. Another point of discussion is the impact of the hierarchy and distribution on graph algorithms. They have to be adapted to properly operate on multi-level hierarchies. By investigating indoor navigation problems in particular, the guiding principles are demonstrated for modelling networks at multiple levels of detail. Complex environments like large public buildings are ideally suited to demonstrate the versatile use of hierarchical graphs and thus to highlight the benefits of the hierarchical approach. Starting from a collection of floor plans, I have developed a systematic method for constructing a multi-level graph hierarchy. The nature of indoor environments, especially their inherent diversity, poses an additional challenge: among others, one must deal with complex, irregular, and/or three-dimensional features. The proposed method is also motivated by practical considerations, such as not only finding shortest/fastest paths across rooms and floors, but also by providing descriptions for these paths which are easily understood by people. Beyond this, two novel aspects of using a hierarchy are discussed: one as an informed heuristic exploiting the specific characteristics of indoor environments in order to enhance classical, general-purpose graph search techniques. At the same time, as a convenient by- product of this method, clusters such as sections and wings can be detected. The other reason is to better deal with irregular, complex-shaped regions in a way that instructions can also be provided for these spaces. Previous approaches have not considered this problem. In summary, the main results of this work are: • hierarchical graphs are introduced as a general spatial data infrastructure. In particular, this architecture allows us to integrate different spatial networks originating from different sources. A small but useful set of operations is proposed for integrating these networks. In order to work in a hierarchical model, classical graph algorithms are generalised. This finding also has implications on the possible integration of separate navigation services and systems; • a novel set of core data structures and algorithms have been devised for modelling indoor environments. They cater to the unique characteristics of these environments and can be specifically used to provide enhanced navigation in buildings. Tested on models of several real buildings from our university, some preliminary but promising results were gained from a prototypical implementation and its application on the models
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