No Arabic abstract
For a fixed virtual scene (=collection of simplices) S and given observer position p, how many elements of S are weakly visible (i.e. not fully occluded by others) from p? The present work explores the trade-off between query time and preprocessing space for these quantities in 2D: exactly, in the approximate deterministic, and in the probabilistic sense. We deduce the EXISTENCE of an O(m^2/n^2) space data structure for S that, given p and time O(log n), allows to approximate the ratio of occluded segments up to arbitrary constant absolute error; here m denotes the size of the Visibility Graph--which may be quadratic, but typically is just linear in the size n of the scene S. On the other hand, we present a data structure CONSTRUCTIBLE in O(n*log(n)+m^2*polylog(n)/k) preprocessing time and space with similar approximation properties and query time O(k*polylog n), where k<n is an arbitrary parameter. We describe an implementation of this approach and demonstrate the practical benefit of the parameter k to trade memory for query time in an empirical evaluation on three classes of benchmark scenes.
We study four classical graph problems -- Hamiltonian path, Traveling salesman, Minimum spanning tree, and Minimum perfect matching on geometric graphs induced by bichromatic (red and blue) points. These problems have been widely studied for points in the Euclidean plane, and many of them are NP-hard. In this work, we consider these problems in two restricted settings: (i) collinear points and (ii) equidistant points on a circle. We show that almost all of these problems can be solved in linear time in these constrained, yet non-trivial settings.
Given a set $S$ of $n$ points in the Euclidean plane, the two-center problem is to find two congruent disks of smallest radius whose union covers all points of $S$. Previously, Eppstein [SODA97] gave a randomized algorithm of $O(nlog^2n)$ expected time and Chan [CGTA99] presented a deterministic algorithm of $O(nlog^2 nlog^2log n)$ time. In this paper, we propose an $O(nlog^2 n)$ time deterministic algorithm, which improves Chans deterministic algorithm and matches the randomized bound of Eppstein. If $S$ is in convex position, then we solve the problem in $O(nlog nloglog n)$ deterministic time. Our results rely on new techniques for dynamically maintaining circular hulls under point insertions and deletions, which are of independent interest.
We describe a new data structure for dynamic nearest neighbor queries in the plane with respect to a general family of distance functions. These include $L_p$-norms and additively weighted Euclidean distances. Our data structure supports general (convex, pairwise disjoint) sites that have constant description complexity (e.g., points, line segments, disks, etc.). Our structure uses $O(n log^3 n)$ storage, and requires polylogarithmic update and query time, improving an earlier data structure of Agarwal, Efrat and Sharir that required $O(n^varepsilon)$ time for an update and $O(log n)$ time for a query [SICOMP, 1999]. Our data structure has numerous applications. In all of them, it gives faster algorithms, typically reducing an $O(n^varepsilon)$ factor in the previous bounds to polylogarithmic. In addition, we give here two new applications: an efficient construction of a spanner in a disk intersection graph, and a data structure for efficient connectivity queries in a dynamic disk graph.
We study the problem of visibility in polyhedral terrains in the presence of multiple viewpoints. We consider a triangulated terrain with $m>1$ viewpoints (or guards) located on the terrain surface. A point on the terrain is considered emph{visible} if it has an unobstructed line of sight to at least one viewpoint. We study several natural and fundamental visibility structures: (1) the visibility map, which is a partition of the terrain into visible and invisible regions; (2) the emph{colored} visibility map, which is a partition of the terrain into regions whose points have exactly the same visible viewpoints; and (3) the Voronoi visibility map, which is a partition of the terrain into regions whose points have the same closest visible viewpoint. We study the complexity of each structure for both 1.5D and 2.5D terrains, and provide efficient algorithms to construct them. Our algorithm for the visibility map in 2.5D terrains improves on the only existing algorithm in this setting. To the best of our knowledge, the other structures have not been studied before.
We consider the problem of routing on a network in the presence of line segment constraints (i.e., obstacles that edges in our network are not allowed to cross). Let $P$ be a set of $n$ points in the plane and let $S$ be a set of non-crossing line segments whose endpoints are in $P$. We present two deterministic 1-local $O(1)$-memory routing algorithms that are guaranteed to find a path of at most linear size between any pair of vertices of the emph{visibility graph} of $P$ with respect to a set of constraints $S$ (i.e., the algorithms never look beyond the direct neighbours of the current location and store only a constant amount of additional information). Contrary to {em all} existing deterministic local routing algorithms, our routing algorithms do not route on a plane subgraph of the visibility graph. Additionally, we provide lower bounds on the routing ratio of any deterministic local routing algorithm on the visibility graph.