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1.
One of the most recurring themes in many computer applications such as graphics automated cartography, image processing and robotics is the notion of visibility. We are concerned with the visibility between two edges of a simplen-vertex polygon. Four natural definitions of edge-to-edge visibility are proposed. There existO(nlogn) algorithms and complicatedO(nlog logn) algorithms to solve this problem partially and indirectly. A linear running time, and thus optimal algorithm is presented to determine edge-to-edge visibility under any of the four definitions. This simple, efficient, and direct algorithm without computing the triangulation of the simple polygon also identifies the visibility region if it exists.  相似文献   

2.
The relative neighborhood graph of a set of n points in the plane under the L1-metric is considered. An algorithm that runs in O(nlog n) time for constructing the relative neighborhood graph based on the Delaunay triangulation is presented, improving a previously known algorithm that runs in O(n2log n) time.  相似文献   

3.
A linear-time algorithm for linearL1 approximation of points   总被引:1,自引:0,他引:1  
In this paper we present a linear-time algorithm for approximating a set ofn points by a linear function, or a line, that minimizes theL 1 norm. The algorithmic complexity of this problem appears not to have been investigated, although anO(n 3) naive algorithm can be easily obtained based on some simple characteristics of an optimumL 1 solution. Our linear-time algorithm is optimal within a constant factor and enables us to use linearL 1 approximation of many points in practice. The complexity ofL 1 linear approximation of a piecewise linear function is also touched upon.  相似文献   

4.
A faster divide-and-conquer algorithm for constructing delaunay triangulations   总被引:15,自引:0,他引:15  
Rex A. Dwyer 《Algorithmica》1987,2(1):137-151
An easily implemented modification to the divide-and-conquer algorithm for computing the Delaunay triangulation ofn sites in the plane is presented. The change reduces its (n logn) expected running time toO(n log logn) for a large class of distributions that includes the uniform distribution in the unit square. Experimental evidence presented demonstrates that the modified algorithm performs very well forn216, the range of the experiments. It is conjectured that the average number of edges it creates—a good measure of its efficiency—is no more than twice optimal forn less than seven trillion. The improvement is shown to extend to the computation of the Delaunay triangulation in theL p metric for 1<p.This research was supported by National Science Foundation Grants DCR-8352081 and DCR-8416190.  相似文献   

5.
Xin He  Yaacov Yesha 《Algorithmica》1990,5(1):129-145
We develop efficient parallel algorithms for ther-dominating set and thep-center problems on trees. On a concurrent-read exclusive-write PRAM, our algorithm for ther-dominating set problem runs inO(logn log logn) time withn processors. The algorithm for thep-center problem runs inO(log2 n log logn) time withn processors.Xin He was supported in part by an Ohio State University Presidential Fellowship, and by the Office of Research and Graduate Studies of Ohio State University. Yaacov Yesha was supported in part by the National Science Foundation under Grant No. DCR-8606366.  相似文献   

6.
    
TheDelaunay diagram on a set of points in the plane, calledsites, is the straight-line dual graph of the Voronoi diagram. When no degeneracies are present, the Delaunay diagram is a triangulation of the sites, called theDelaunay triangulation. When degeneracies are present, edges must be added to the Delaunay diagram to obtain a Delaunay triangulation. In this paper we describe an optimalO(n logn) plane-sweep algorithm for computing a Delaunay triangulation on a possibly degenerate set of sites in the plane under theL 1 metric or theL metric.Supported by the National Science Foundation, through its Design, Tools and Test Program under Grant Number MIP 87-06139.We are grateful to the two referees for their careful reading and helpful comments.  相似文献   

7.
Past research on art gallery problems has concentrated almost exclusively on bounds on the numbers of guards needed in the worst case in various settings. On the complexity side, fewer results are available. For instance, it has long been known that placing a smallest number of guards for a given input polygon is NP -hard. In this paper we initiate the study of the approximability of several types of art gallery problems. Motivated by a practical problem, we study the approximation properties of the three art gallery problems VERTEX GUARD, EDGE GUARD, and POINT GUARD. We prove that if the input polygon has no holes, there is a constant δ >0 such that no polynomial time algorithm can achieve an approximation ratio of 1+δ , for each of these guard problems. We obtain these results by proposing gap-preserving reductions from 5-OCCURRENCE-MAX-3-SAT. We also prove that if the input polygons are allowed to contain holes, then these problems cannot be approximated by a polynomial time algorithm with ratio ((1-ɛ)/12) \ln n for any ɛ > 0 , unless NP \subseteq TIME(n O (log log n) ) , where n is the number of vertices of the input polygon. We obtain these results by proposing gap-preserving reductions from the SET COVER problem. We show that this inapproximability for the POINT GUARD problem for polygons with holes carries over to the problem of covering a 2.5-dimensional terrain with a minimum number of guards that are placed at a certain fixed height above the terrain. The same holds if the guards may be placed on the terrain itself. Received September 22, 1999; revised December 5, 1999.  相似文献   

8.
A moving line L(x,y;t)=0 is a family of lines with one parameter t in a plane. A moving line L(x,y;t)=0 is said to follow a rational curve P(t) if the point P(t0) is on the line L(x,y;t0)=0 for any parameter value t0. A μ-basis of a rational curve P(t) is a pair of lowest degree moving lines that constitute a basis of the module formed by all the moving lines following P(t), which is the syzygy module of P(t). The study of moving lines, especially the μ-basis, has recently led to an efficient method, called the moving line method, for computing the implicit equation of a rational curve [3 and 6]. In this paper, we present properties and equivalent definitions of a μ-basis of a planar rational curve. Several of these properties and definitions are new, and they help to clarify an earlier definition of the μ-basis [3]. Furthermore, based on some of these newly established properties, an efficient algorithm is presented to compute a μ-basis of a planar rational curve. This algorithm applies vector elimination to the moving line module of P(t), and has O(n2) time complexity, where n is the degree of P(t). We show that the new algorithm is more efficient than the fastest previous algorithm [7].  相似文献   

9.
This paper presents an optimal parallel algorithm for triangulating an arbitrary set ofn points in the plane. The algorithm runs inO(logn) time usingO(n) space andO(n) processors on a Concurrent-Read, Exclusive-Write Parallel RAM model (CREW PRAM). The parallel lower bound on triangulation is (logn) time so the best possible linear speedup has been achieved. A parallel divide-and-conquer technique of subdividing a problem into subproblems is employed.  相似文献   

10.
Given two finite sets of points in a plane, the polygon separation problem is to construct a separating convexk-gon with smallestk. In this paper, we present a parallel algorithm for the polygon separation problem. The algorithm runs inO(logn) time on a CREW PRAM withn processors, wheren is the number of points in the two given sets. The algorithm is cost-optimal, since (n logn) is a lower-bound for the time needed by any sequential algorithm. We apply this algorithm to the problem of finding a convex polygon, with the minimal number of edges, for which a given convex region is its digital image. The algorithm in this paper constructs one such polygon with possibly two more edges than the minimal one.The research is sponsored by NSERC Operating Grant OGPIN 007.  相似文献   

11.
A new algorithm for computing the medial axis of a simple polygon is presented. Although the algorithm runs in O(kN) time where k is the hierarchy of the Voronoi diagram of the polygon ranging from O(N) to O(logN) it is simple to implement and it does not require the complex data-structures required for the faster methods. This is an important factor in many applications of the medial axis.  相似文献   

12.
We present an algorithm for finding optimum partitions of simple monotone rectilinear polygons into star-shaped polygons. The algorithm may introduce Steiner points and its time complexity isO(n), wheren is the number of vertices in the polygon. We then use this algorithm to obtain anO(n logn) approximation algorithm for partitioning simple rectilinear polygons into star-shaped polygons with the size of the partition being at most six times the optimum.  相似文献   

13.
We prove that the greedy triangulation heuristic for minimum weight triangulation of convex polygons yields solutions within a constant factor from the optimum. For interesting classes of convex polygons, we derive small upper bounds on the constant approximation factor. Our results contrast with Kirkpatrick's (n) bound on the approximation factor of the Delaunay triangulation heuristic for minimum weight triangulation of convexn-vertex polygons. On the other hand, we present a straightforward implementation of the greedy triangulation heuristic for ann-vertex convex point set or a convex polygon takingO(n 2) time andO(n) space. To derive the latter result, we show that given a convex polygonP, one can find for all verticesv ofP a shortest diagonal ofP incident tov in linear time. Finally, we observe that the greedy triangulation for convex polygons having so-called semicircular property can be constructed in timeO(n logn).  相似文献   

14.
L. Chen 《Algorithmica》1997,17(3):266-280
Based on Tucker's work, we present an accurate proof of the characterization of proper circular arc graphs and obtain the first efficient parallel algorithm which not only recognizes proper circular arc graphs but also constructs proper circular arc representations. The algorithm runs inO(log2 n) time withO(n 3) processors on a Common CRCW PRAM. The sequential algorithm can be implemented to run inO(n 2) time and is optimal if the input graph is given as an adjacency matrix, so to speak. Portions of this paper appear in preliminary form in theProceedings of the 1989Workshop on Algorithms and Data Structures [2], and theProceedings of the 1994International Symposium on Algorithms and Computation [5].  相似文献   

15.
The paper describes a new algorithm for solving the point-in-polygon problem. It is especially suitable when it is necessary to check whether many points are placed inside or outside a polygon. The algorithm works in two steps. First, a grid of cells equal in size is generated, and the polygon is laid on that grid. A heuristic approach is proposed for cell dimensioning. The cells of the grid are marked as being inside, outside, or on the polygon border. A modified flood-fill algorithm is applied for cell classification. In the second step, points are tested individually. If the tested point falls into an inner or an outer cell, the result is returned without any additional calculations. If the cell contains the polygon border, it is possible to determine the local point position. The analysis of time complexity shows that the initialization is finished in time, while the expected time complexity for checking an individual point is , where n represents the number of polygon edges. The algorithm works with O(n) space complexity. The paper also gives practical results using artificial and real polygons from a GIS environment.  相似文献   

16.
We extend the results of straight-edged computational geometry into the curved world by defining a pair of new geometric objects, thesplinegon and thesplinehedron, as curved generalizations of the polygon and polyhedron. We identify three distinct techniques for extending polygon algorithms to splinegons: the carrier polygon approach, the bounding polygon approach, and the direct approach. By these methods, large groups of algorithms for polygons can be extended as a class to encompass these new objects. In general, if the original polygon algorithm has time complexityO(f(n)), the comparable splinegon algorithm has time complexity at worstO(Kf(n)) whereK represents a constant number of calls to members of a set of primitive procedures on individual curved edges. These techniques also apply to splinehedra. In addition to presenting the general methods, we state and prove a series of specific theorems. Problem areas include convex hull computation, diameter computation, intersection detection and computation, kernel computation, monotonicity testing, and monotone decomposition, among others.This research was partially supported by National Science Foundation Grants MCS 83-03926, DCR85-05517, and CCR87-00917.This author's research was also partially supported by an Exxon Foundation Fellowship, by a Henry Rutgers Research Fellowship, and by National Science Foundation Grant CCR88-03549.  相似文献   

17.
We consider the problem of message (and bit) efficient broadcasting in complete networks with dynamic faults. Despite the simplicity of the setting, the problem turned out to be surprisingly interesting from the algorithmic point of view. In this paper we show an Ω(n + t f t/(t – 1)) lower bound on the number of messages sent by any t-step broadcasting algorithm, where f is the number of faults per step. The core of the paper contains a constructive O(n + t f (t + 1)/t ) upper bound. The algorithms involved are of time complexity O(t), not strictly t. In addition, we present a bit-efficient algorithm of O(n log2 n) bit and O(log n) time complexities. We also show that it is possible to achieve the same message complexity even if the nodes do not know the id’s of their neighbours, but instead have only a Weak Sense of Direction.  相似文献   

18.
Previous research on developing parallel triangulation algorithms concentrated on triangulating planar point sets.O(log3 n) running time algorithms usingO(n) processors have been developed in Refs. 1 and 2. Atallah and Goodrich(3) presented a data structure that can be viewed as a parallel analogue of the sequential plane-sweeping paradigm, which can be used to triangulate a planar point set inO(logn loglogn) time usingO(n) processors. Recently Merks(4) described an algorithm for triangulating point sets which runs inO(logn) time usingO(n) processors, and is thus optimal. In this paper we develop a parallel algorithm for triangulating simplicial point sets in arbitrary dimensions based on the idea of the sequential algorithm presented in Ref. 5. The algorithm runs inO(log2 n) time usingO(n/logn) processors. The algorithm hasO(n logn) as the product of the running time and the number of processors; i.e., an optimal speed-up.  相似文献   

19.
Binhai Zhu 《GeoInformatica》2000,4(3):317-334
This paper studies the idea of answering range searching queries using simple data structures. The only data structure we need is the Delaunay Triangulation of the input points. The idea is to first locate a vertex of the (arbitrary) query polygon and walk along the boundary of the polygon in the Delaunay Triangulation and report all the points enclosed by the query polygon. For a set of uniformly distributed random points in 2-D and a query polygon the expected query time of this algorithm is O(n 1/3 + Q + E K + L r n 1/2), where Q is the size of the query polygon , {\bf E}K = O(n\bcdot area is the expected number of output points, L r is a parameter related to the shape of the query polygon and n, and L r is always bounded by the sum of the edge lengths of . Theoretically, when L r = O(1/n1/6) the expected query time is O(n1/3 + Q + E K), which improves the best known average query time for general range searching. Besides the theoretical meaning, the good property of this algorithm is that once the Delaunay Triangulation is given, no additional preprocessing is needed. In order to obtain empirical results, we design a new algorithm for generating random simple polygons within a given domain. Our empirical results show that the constant coefficient of the algorithm is small, at least for the special (practical) cases when the query polygon is either a triangle (simplex range searching) or an axis-parallel box (orthogonal range searching) and for the general case when the query polygons are generated by our new polygon-generating algorithms and their sizes are relatively small.  相似文献   

20.
On geodesic properties of polygons relevant to linear time triangulation   总被引:2,自引:1,他引:1  
Triangulating a simple polygon ofn vertices inO(n) time is one of the main open problems in computational geometry. The fastest algorithm to date, due to Tarjan and van Wyk, runs inO(n log logn), but several classes of simple polygons have been shown to admit linear time traingulation. Famous examples of such classes are: star-shaped, monotone, spiral, edge visible, and weakly externally visible polygons. The notion of geodesic paths is used here to characterize all classes of polygons for which linear time triangulation algorithms are known. First we introduce a new class of polygons,palm polygons, which subsumes many known classes of polygons for which linear time triangulation algorithms exist, and present a linear time algorithm for triangulating polygons in this class. Then a class of polygons,crab polygons, is defined and shown to contain all classes of existing polygons for which linear time triangulation algorithms are known. As a byproduct of this characterization, a new, very simple linear time algorithm for triangulating star-shaped polygons is obtained.Research supported by Faculty of Graduate Studies and Research (McGill University) and NSERC under grant OGP0036737Research supported by FCAR grant EQ-1678 and NSERC grant A9293  相似文献   

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