532 research outputs found
Computing push plans for disk-shaped robots
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
Computing push plans for disk-shaped robots
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
Finding perfect auto-partitions is NP-hard
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
Implicit flow routing on terrains with applications to surface networks and drainage structures
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
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
Kinetic Euclidean 2-centers in the black-box model
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
Fat polygonal partitions with applications to visualization and embeddings
Let T be a rooted and weighted tree, where the weight of any node is equal to the sum of the weights of its children. The popular Treemap algorithm visualizes such a tree as a hierarchical partition of a square into rectangles, where the area of the rectangle corresponding to any node in T is equal to the weight of that node. The aspect ratio of the rectangles in such a rectangular partition necessarily depends on the weights and can become arbitrarily high. We introduce a new hierarchical partition scheme, called a polygonal partition, which uses convex polygons rather than just rectangles. We present two methods for constructing polygonal partitions, both having guarantees on the worst-case aspect ratio of the constructed polygons; in particular, both methods guarantee a bound on the aspect ratio that is independent of the weights of the nodes. We also consider rectangular partitions with slack, where the areas of the rectangles may differ slightly from the weights of the corresponding nodes. We show that this makes it possible to obtain partitions with constant aspect ratio. This result generalizes to hyper-rectangular partitions in Rd. We use these partitions with slack for embedding ultrametrics into d-dimensional Euclidean space: we give a polylog(¿)-approximation algorithm for embedding n-point ultrametrics into Rd with minimum distortion, where ¿ denotes the spread of the metric. The previously best-known approximation ratio for this problem was polynomial in n. This is the first algorithm for embedding a non-trivial family of weighted-graph metrics into a space of constant dimension that achieves polylogarithmic approximation ratio
- …