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1.
We show, in this paper, how the exact shapes of a class of polyhedral scenes can be computed by means of a simple sensory device issuing probes. A scene in this class consists of disjoint polyhedra with no collinear edges, no coplanar faces, and such that no edge is contained in the supporting plane of a nonincident face. The basic step of our method is a strategy for probing a single simple polygon with no collinear edges. When each probe outcome consists of a contact point and the normal to the object at the point, we present a strategy that allows us to compute the exact shape of a simple polygon with no collinear edges by means of at most3n — 3 probes, wheren is the number of edges of the polygon. This is optimal in the worst case. This strategy can be extended to probe a family of disjoint polygons. It can also be applied in planar sections of a scene of polyhedra of the class above to find out, in turn, each edge of the scene. If the scene consists ofk polyhedra with altogethern faces andm edges, we show that probes are sufficient to compute the exact shapes of the polyhedra.This work has been supported in part by the ESPRIT Basic Research Action No. 3075 (ALCOM).  相似文献   

2.
Consider a collection of disjoint polygons in the plane containing a total ofn edges. We show how to build, inO(n 2) time and space, a data structure from which inO(n) time we can compute the visibility polygon of a given point with respect to the polygon collection. As an application of this structure, the visibility graph of the given polygons can be constructed inO(n 2) time and space. This implies that the shortest path that connects two points in the plane and avoids the polygons in our collection can be computed inO(n 2) time, improving earlierO(n 2 logn) results.  相似文献   

3.
Skeletons are powerful geometric abstractions that provide useful representations for a number of geometric operations. The straight skeleton has a lower combinatorial complexity compared with the medial axis. Moreover, while the medial axis of a polyhedron is composed of quadric surfaces the straight skeleton just consist of planar faces. Although there exist several methods to compute the straight skeleton of a polygon, the straight skeleton of polyhedra has been paid much less attention. We require to compute the skeleton of very large datasets storing orthogonal polyhedra. Furthermore, we need to treat geometric degeneracies that usually arise when dealing with orthogonal polyhedra. We present a new approach so as to robustly compute the straight skeleton of orthogonal polyhedra. We follow a geometric technique that works directly with the boundary of an orthogonal polyhedron. Our approach is output sensitive with respect to the number of vertices of the skeleton and solves geometric degeneracies. Unlike the existing straight skeleton algorithms that shrink the object boundary to obtain the skeleton, our algorithm relies on the plane sweep paradigm. The resulting skeleton is only composed of axis‐aligned and 45° rotated planar faces and edges.  相似文献   

4.
Both labellability and realizability problems of planar projections of polyhedra (i.e., pictures) are known to be NP-complete problems. This is true, even in the case of trihedral polyhedra, where exactly three faces meet at every vertex. In this paper, we examine pictures that are taken to be projections of trihedral polyhedra without holes, and contain the projections of all edges (hidden and visible) of a polyhedron. In other words, we examine pictures which represent the entire shape of a trihedral polyhedron without holes. Such a picture is a connected graph P=(V,E) with |E| edges and |V| nodes, each of degree 3 ( $|E| = \frac{3|V|}{2}$ ). We propose a mathematical scheme that constructs from the picture a Boolean formula Φ P , which is a conjunction of clauses, each consisting of at most two literals. Based on the satisfiability of Φ P , we show that both labellability and realizability problems can be solved efficiently in polynomial time. The category of pictures with hidden lines consists of the first category of pictures, where the labellability problem is solved in polynomial time, and, moreover, its solution implies the solution of the realizability problem in polynomial time too. Our approach may also prove useful in other applications of scene analysis.  相似文献   

5.
We show that the Minkowski sum of a simple polygon with n edges and a segment has at most 2n−1 edges, and that this bound is tight in the worst case.  相似文献   

6.
Consider a collection of mutually disjoint simple polygons in the plane containing a total of n edges. Two of them are specified as a source polygon S and a target polygon T. We present an efficient algorithm for finding a shortest path between S and T avoiding the other polygons. We show that it runs in O(n2) time, using a linear-time algorithm for computing the visibility polygon of a point. This problem is related to a wire routing design of a certain type of LSI for which terminals are of polygonal shape and larger than a wire segment.  相似文献   

7.
In 1922, Steinitz’s theorem gave a complete characterization of the topological structure of the vertices, edges, and faces of convex polyhedra as triconnected planar graphs. In this paper, we generalize Steinitz’s theorem to non-convex polyhedra. More specifically, we introduce a new class of polyhedra, wider than convex polyhedra, called upward star-shaped polyhedra and spherical polyhedra, and present graph-theoretic characterization for both polyhedra. Upward star-shaped polyhedra are polyhedra where each face is star-shaped, all faces except the bottom face are visible from a view point, and any two faces sharing two vertices are non-coplanar. Spherical polyhedra are non-singular, non-coplanar polyhedra with no holes.  相似文献   

8.
Consider a collection of disjoint polygons in the plane containing a total ofn edges. We show how to build, inO(n 2) time and space, a data structure from which inO(n) time we can compute the visibility polygon of a given point with respect to the polygon collection. As an application of this structure, the visibility graph of the given polygons can be constructed inO(n 2) time and space. This implies that the shortest path that connects two points in the plane and avoids the polygons in our collection can be computed inO(n 2) time, improving earlierO(n 2 logn) results.  相似文献   

9.
We present an algorithm to compute the topology and geometry of an arbitrary number of polygon sets in the plane, also known as the map overlay. This algorithm can perform polygon clipping and related operations of interest in VLSI CAD. The algorithm requires no preconditions from input polygons and satisfies a strict set of post conditions suitable for immediate processing of output polygons by downstream tools. The algorithm uses sweepline to compute a Riemann–Stieltjes integral over polygon overlaps in O((n+s)log(n)) time given n polygon edges with s intersections. The algorithm is efficient and general, handling degenerate inputs implicitly. Particular care was taken in implementing the algorithm to ensure numerical robustness without sacrificing efficiency. We present performance comparisons with other polygon clipping algorithms and give examples of real world applications of our algorithm in an industrial software setting.  相似文献   

10.
Modeling two-dimensional and three-dimensional objects is an important theme in computer graphics. Two main types of models are used in both cases: boundary representations, which represent the surface of an object explicitly but represent its interior only implicitly, and constructive solid geometry representations, which model a complex object, surface and interior together, as a boolean combination of simpler objects. Because neither representation is good for all applications, conversion between the two is often necessary.We consider the problem of converting boundary representations of polyhedral objects into constructive solid geometry (CSG) representations. The CSG representations for a polyhedronP are based on the half-spaces supporting the faces ofP. For certain kinds of polyhedra this problem is equivalent to the corresponding problem for simple polygons in the plane. We give a new proof that the interior of each simple polygon can be represented by a monotone boolean formula based on the half-planes supporting the sides of the polygon and using each such half-plane only once. Our main contribution is an efficient and practicalO(n logn) algorithm for doing this boundary-to-CSG conversion for a simple polygon ofn sides. We also prove that such nice formulae do not always exist for general polyhedra in three dimensions.The first author would like to acknowledge the support of the National Science Foundation under Grants CCR87-00917 and CCR90-02352. The fourth author was supported in part by a National Science Foundation Graduate Fellowship. This work was begun while the first author was visiting the DEC Systems Research Center.  相似文献   

11.
12.
Boris Aronov 《Algorithmica》1989,4(1-4):109-140
Given a simple polygon withn sides in the plane and a set ofk point “sites” in its interior or on the boundary, compute the Voronoi diagram of the set of sites using the internal “geodesic” distance inside the polygon as the metric. We describe anO((n + k) log(n + k) logn)-time algorithm for solving this problem and sketch a fasterO((n + k) log(n + k)) algorithm for the case when the set of sites includes all reflex vertices of the polygon in question.  相似文献   

13.
In urban scenes, many of the surfaces are planar and bounded by simple shapes. In a laser scan of such a scene, these simple shapes can still be identified. We present a one-parameter algorithm that can identify point sets on a plane for which a rectangle is a fitting boundary. These rectangles have a guaranteed density: no large part of the rectangle is empty of points. We prove that our algorithm identifies all angles for which a rectangle fits the point set of size n in O(nlogn) time. We evaluate our method experimentally on 13 urban data sets and we compare the rectangles found by our algorithm to the αshape as a surface boundary.  相似文献   

14.
Biarc approximation of polygons within asymmetric tolerance bands   总被引:1,自引:0,他引:1  
We present an algorithm for approximating a simple planar polygon by a tangent-continuous approximation curve that consists of biarcs. Our algorithm guarantees that the approximation curve lies within a user-specified tolerance from the original polygon. If requested, the algorithm can also guarantee that the original polygon lies within a user-specified distance from the approximation curve. Both symmetric and asymmetric tolerances can be handled. In either case, the approximation curve is guaranteed to be simple. Simplicity of the approximation curve is achieved by restricting it to a ‘tolerance band’ which represents the user-specified tolerance and which takes into account bottlenecks of the input polygon. The tolerance band itself is computed by means of a regular grid and so-called k-dops. The basic algorithm is readily extended to compute biarc approximations of collections of polygonal curves simultaneously. Experimental results demonstrate that this algorithm computes biarc approximations of an n-vertex polygon with a close-to-minimum number of biarcs in roughly time.  相似文献   

15.
Many practical algorithms for hidden-line and surface elimination in a 2-dimensional projection of a 3-dimensional scene have been proposed. However surprisingly little theoretical analysis of the algorithms has been carried out. Indeed no non-trivial lower bounds for the problem are known. We present a plane-sweep-based hidden-line-elimination algorithm for 2-dimensional projections of scenes consiting of arbitrary polyhedra. It requires, in the worst case0(n log n) space and 0((n + k) log2 n) time, where n is the number of edges in the 3-dimensional scene, and k is the number of edge intersections in the specific projection.  相似文献   

16.
We present three new approximation algorithms with improved constant ratios for selecting n points in n disks such that the minimum pairwise distance among the points is maximized.
  1. A very simple O(nlog?n)-time algorithm with ratio 0.511 for disjoint unit disks.
  2. An LP-based algorithm with ratio 0.707 for disjoint disks of arbitrary radii that uses a linear number of variables and constraints, and runs in polynomial time.
  3. A hybrid algorithm with ratio either 0.4487 or 0.4674 for (not necessarily disjoint) unit disks that uses an algorithm of Cabello in combination with either the simple O(nlog?n)-time algorithm or the LP-based algorithm.
The LP algorithm can be extended for disjoint balls of arbitrary radii in ? d , for any (fixed) dimension d, while preserving the features of the planar algorithm. The algorithm introduces a novel technique which combines linear programming and projections for approximating Euclidean distances. The previous best approximation ratio for dispersion in disjoint disks, even when all disks have the same radius, was 1/2. Our results give a positive answer to an open question raised by Cabello, who asked whether the ratio 1/2 could be improved.  相似文献   

17.
We observe that the recent quasi-polynomial time approximation scheme (QPTAS) of Adamaszek and Wiese for the Maximum Weight Independent Set of Polygons problem, where polygons have at most a polylogarithmic number of vertices and nonnegative weights, yields:
1.
a QPTAS for the problem of finding, for a set S of n points in the plane, a planar straight-line graph (PSLG) whose vertices are the points in S and whose each interior face is a simple polygon with at most a polylogarithmic in n number of vertices such that the total weight of the inner faces is maximized, and in particular,  相似文献   

18.
We provide optimal parallel solutions to several link-distance problems set in trapezoided rectilinear polygons. All our main parallel algorithms are deterministic and designed to run on the exclusive read exclusive write parallel random access machine (EREW PRAM). LetP be a trapezoided rectilinear simple polygon withn vertices. InO(logn) time usingO(n/logn) processors we can optimally compute:
  1. Minimum réctilinear link paths, or shortest paths in theL 1 metric from any point inP to all vertices ofP.
  2. Minimum rectilinear link paths from any segment insideP to all vertices ofP.
  3. The rectilinear window (histogram) partition ofP.
  4. Both covering radii and vertex intervals for any diagonal ofP.
  5. A data structure to support rectilinear link-distance queries between any two points inP (queries can be answered optimally inO(logn) time by uniprocessor).
Our solution to 5 is based on a new linear-time sequential algorithm for this problem which is also provided here. This improves on the previously best-known sequential algorithm for this problem which usedO(n logn) time and space.5 We develop techniques for solving link-distance problems in parallel which are expected to find applications in the design of other parallel computational geometry algorithms. We employ these parallel techniques, for example, to compute (on a CREW PRAM) optimally the link diameter, the link center, and the central diagonal of a rectilinear polygon.  相似文献   

19.
An automated approach for template-free identification of partially occluded objects is presented. The contour of each relevant object in the analyzed scene is modeled with an approximating polygon whose edges are then projected into the Hough space. A structurally adaptive self-organizing map neural network generates clusters of collinear and/or parallel edges, which are used as the basis for identifying the partially occluded objects within each polygonal approximation. Results on a number of cases under different conditions are provided  相似文献   

20.
We provide an algorithm for the exact computation of the lattice width of a set of points K in Z2 in linear-time with respect to the size of K. This method consists in computing a particular surrounding polygon. From this polygon, we deduce a set of candidate vectors allowing the computation of the lattice width. Moreover, we describe how this new algorithm can be extended to an arbitrary dimension thanks to a greedy and practical approach to compute a surrounding polytope. Indeed, this last computation is very efficient in practice as it processes only a few linear time iterations whatever the size of the set of points. Hence, it avoids complex geometric processings.  相似文献   

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