518 research outputs found

    Finding perfect auto-partitions is NP-hard

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    A perfect bsp for a set S of disjoint line segments in the plane is a bsp in which none of the objects is cut. We study a specific class of bsps, called autopartitions and we prove that it is np-hard to find if a perfect auto-partition exists for a set of lines

    Computing push plans for disk-shaped robots

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    Suppose we want to move a passive object along a given path, among obstacles in the plane, by pushing it with an active robot. We present two algorithms to compute a push plan for the case that the obstacles are non-intersecting line segments, and the object and robot are disks. The first algorithm assumes that the robot must maintain contact with the object at all times, and produces a shortest path. There are also situations, however, where the robot has no choice but to let go of the object occasionally. Our second algorithm handles such cases, but no longer guarantees that the produced path is the shortest possible

    Implicit flow routing on terrains with applications to surface networks and drainage structures

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    Flow-related structures on terrains are defined in terms of paths of steepest descent (or ascent). A steepest descent path on a polyhedral terrain T with n vertices can have T(n^2) complexity. The watershed of a point p --- the set of points on T whose paths of steepest descent reach p --- can have complexity T(n^3). We present a technique for tracing a collection of n paths of steepest descent on T implicitly in O(n logn) time. We then derive O(n log n) time algorithms for: (i) computing for each local minimum p of T the triangles contained in the watershed of p and (ii) computing the surface network graph of T. We also present an O(n^2) time algorithm that computes the watershed area for each local minimum of T

    Kinetic collision detection for low-density scenes in the black-box model

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    We present an efficient method for collision detection in the black-box KDS model for a set S of n objects in the plane. In this model we receive the object locations at regular time steps and we know a bound dmax on the maximum displacement of any object within one time step. Our method maintains, in O((¿+k)n) time per time step, a compressed quadtree on the bounding-box vertices of the objects; here ¿ denotes the density of S and k denotes the maximum number of objects that can intersect any disk of radius dmax. Collisions can then be detected by testing O((¿+k)2n) pairs of objects for intersection

    Translation queries for sets of polygons

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    Kinetic Euclidean 2-centers in the black-box model

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    We study the 2-center problem for moving points in the plane. Given a set P of n points, the Euclidean 2-center problem asks for two congruent disks of minimum size that together cover P. Our methods work in the black-box KDS model, where we receive the locations of the points at regular time steps and we know an upper bound d_max on the maximum displacement of any point within one time step. We show how to maintain a (1 + e)-approximation of the Euclidean 2-center in amortized sub-linear time per time step, under certain assumptions on the distribution of the point set P. In many cases --namely when the distance between the centers of the disks is relatively large or relatively small-- the solution we maintain is actually optimal

    Point location in zones of k-flats in arrangements

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    Convex treemaps with bounded aspect ratio

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    Treemaps are a popular technique to visualize hierarchical data. The input is a weighted tree T where the weight of each node is the sum of the weights of its children. A treemap for T is a hierarchical partition of a rectangle into simply connected regions, usually rectangles. Each region represents a node of T and the area of each region is proportional to the weight of the corresponding node. An important quality criterium for treemaps is the aspect ratio of its regions. Unfortunately, one cannot bound the aspect ratio if the regions are restricted to be rectangles. Hence Onak and Sidiropoulos introduced polygonal partitions, which use convex polygons. We are the first to obtain convex partitions with optimal aspect ratio O(depth(T )). We also consider the important special case that depth(T ) = 1, that is, single-level treemaps. We show how to construct convex single-level treemaps that use only four simple shapes for the regions and have aspect ratio at most 34/7

    Geodesic spanners for points on a polyhedral terrain

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    Let S be a set S of n points on a polyhedral terrain T in R3, and let " > 0 be a xed constant. We prove that S admits a (2 + ")-spanner with O(n log n) edges with respect to the geodesic distance. This is the rst spanner with constant spanning ratio and a near-linear number of edges for points on a terrain. On our way to this result, we prove that any set of n weighted points in Rd admits an additively weighted (2 + ")-spanner with O(n) edges; this improves the previously best known bound on the spanning ratio (which was 5 + "), and almost matches the lower bound
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