425 research outputs found

    Computing the Fréchet distance with shortcuts is NP-hard

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    We study the shortcut Fréchet distance, a natural variant of the Fréchet distance that allows us to take shortcuts from and to any point along one of the curves. We show that, surprisingly, the problem of computing the shortcut Fréchet distance exactly is NP-hard. Furthermore, we give a 3-approximation algorithm for the decision version of the problem

    Bounds on the k-neighborhood for locally uniform sampled surfaces

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    Given a locally uniform sample set P of a smooth surface S. We derive upper and lower bounds on the number k of nearest neighbors of a sample point p that have to be chosen from P such that this neighborhood contains all restricted Delaunay neighbors of p. In contrast to the trivial lower bound, the upper bound indicates that a sampling condition that is used in many computational geometry proofs is quite reasonable from a practical point of view

    Bounds on the k-neighborhood for locally uniform sampled surfaces

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    Given a locally uniform sample set P of a smooth surface S. We derive upper and lower bounds on the number k of nearest neighbors of a sample point p that have to be chosen from P such that this neighborhood contains all restricted Delaunay neighbors of p. In contrast to the trivial lower bound, the upper bound indicates that a sampling condition that is used in many computational geometry proofs is quite reasonable from a practical point of view

    Kinetic kd-trees

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    We propose a simple variant of kd-trees, called rankbased kd-trees, for sets of points in Rd. We show that a rank-based kd-tree, like an ordinary kd-tree, supports range search queries in O(n1-1/d + k) time, where k is the output size. The main advantage of rank-based kd-trees is that they can be efficiently kinetized: the KDS processes O(n2) events in the worst case, assuming that the points follow constantdegree algebraic trajectories, each event can be handled in O(log n) time, and each point is involved in O(1) certificates

    Kinetic collision detection for balls rolling on a plane

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    This abstract presents a first step towards kinetic col- lision detection in 3 dimensions. In particular, we design a compact and responsive kinetic data struc- ture (KDS) for detecting collisions between n balls of arbitrary sizes rolling on a plane. The KDS has size O(n log n) and can handle events in O(log n) time. The structure processes O(n2) events in the worst case, assuming that the objects follow low-degree al- gebraic trajectories. The full paper [1] presents ad- ditional results for convex fat 3-dimensional objects that are free-flying in R3

    Simultaneous visualization of language endangerment and language description

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    The world harbors a diversity of some 6,500 mutually unintelligible languages.As has been increasingly observed by linguists, many minority languages are be-coming endangered and will be lost forever if not documented. Urgently indeed,many efforts are being launched to document and describe languages. This under-taking naturally has the priority toward the most endangered and least describedlanguages. For the first time, we combine world-wide databases on language de-scription (Glottolog) and language endangerment (ElCat, Ethnologue, UNESCO)and provide two online interfaces, GlottoScope and GlottoVis, to visualize thesetogether. The interfaces are capable of browsing, filtering, zooming, basic statis-tics, and different ways of combining the two measures on a world map back-ground. GlottoVis provides advanced techniques for combining cluttered dotson a map. With the tools and databases described we seek to increase the overallknowledge of the actual state language endangerment and description worldwid

    Flip Graphs of Degree-Bounded (Pseudo-)Triangulations

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    We study flip graphs of triangulations whose maximum vertex degree is bounded by a constant kk. In particular, we consider triangulations of sets of nn points in convex position in the plane and prove that their flip graph is connected if and only if k>6k > 6; the diameter of the flip graph is O(n2)O(n^2). We also show that, for general point sets, flip graphs of pointed pseudo-triangulations can be disconnected for k9k \leq 9, and flip graphs of triangulations can be disconnected for any kk. Additionally, we consider a relaxed version of the original problem. We allow the violation of the degree bound kk by a small constant. Any two triangulations with maximum degree at most kk of a convex point set are connected in the flip graph by a path of length O(nlogn)O(n \log n), where every intermediate triangulation has maximum degree at most k+4k+4.Comment: 13 pages, 12 figures, acknowledgments update

    Shooting permanent rays among disjoint polygons in the plane

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    We present a data structure for ray shooting-and-insertion in the free space among disjoint polygonal obstacles with a total of nn vertices in the plane, where each ray starts at the boundary of some obstacle. The portion of each query ray between the starting point and the first obstacle hit is inserted permanently as a new obstacle. Our data structure uses O(n log n) space and preprocessing time, and it supports m successive ray shooting-and-insertion queries in O(n log2 n + m log m) total time. We present two applications for our data structure: (1) Our data structure supports efficient implementation of auto-partitions in the plane i.e. binary space partitions where each partition is done along the supporting line of an input segment. If n input line segments are fragmented into m pieces by an auto-partition, then it can now be implemented in O(n log2n+m log m) time. This improves the expected runtime of Patersen and Yao's classical randomized auto-partition algorithm for n disjoint line segments to O(n log2 n). (2) If we are given disjoint polygonal obstacles with a total of n vertices in the plane, a permutation of the reflex vertices, and a half-line at each reflex vertex that partitions the reflex angle into two convex angles, then the folklore convex partitioning algorithm draws a ray emanating from each reflex vertex in the prescribed order in the given direction until it hits another obstacle, a previous ray, or infinity. The previously best implementation (with a semi-dynamic ray shooting data structure) requires O(n3/2-e/2) time using O(n1+e) space. Our data structure improves the runtime to O(n log2 n)
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