No Arabic abstract
An important task when working with terrain models is computing viewsheds: the parts of the terrain visible from a given viewpoint. When the terrain is modeled as a polyhedral terrain, the viewshed is composed of the union of all the triangle parts that are visible from the viewpoint. The complexity of a viewshed can vary significantly, from constant to quadratic in the number of terrain vertices, depending on the terrain topography and the viewpoint position. In this work we study a new topographic attribute, the emph{prickliness}, that measures the number of local maxima in a terrain from all possible perspectives. We show that the prickliness effectively captures the potential of 2.5D terrains to have high complexity viewsheds, and we present near-optimal algorithms to compute the prickliness of 1.5D and 2.5D terrains. We also report on some experiments relating the prickliness of real word 2.5D terrains to the size of the terrains and to their viewshed complexity.
We consider the problem of approximating a two-dimensional shape contour (or curve segment) using discrete assembly systems, which allow to build geometric structures based on limited sets of node and edge types subject to edge length and orientation restrictions. We show that already deciding feasibility of such approximation problems is NP-hard, and remains intractable even for very simple setups. We then devise an algorithmic framework that combines shape sampling with exact cardinality-minimization to obtain good approximations using few components. As a particular application and showcase example, we discuss approximating shape contours using the classical Zometool construction kit and provide promising computational results, demonstrating that our algorithm is capable of obtaining good shape representations within reasonable time, in spite of the problems general intractability. We conclude the paper with an outlook on possible extensions of the developed methodology, in particular regarding 3D shape approximation tasks.
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.
An important problem in terrain analysis is modeling how water flows across a terrain creating floods by forming channels and filling depressions. In this paper we study a number of emph{flow-query} related problems: Given a terrain $Sigma$, represented as a triangulated $xy$-monotone surface with $n$ vertices, a rain distribution $R$ which may vary over time, determine how much water is flowing over a given edge as a function of time. We develop internal-memory as well as I/O-efficient algorithms for flow queries. This paper contains four main results: (i) We present an internal-memory algorithm that preprocesses $Sigma$ into a linear-size data structure that for a (possibly time varying) rain distribution $R$ can return the flow-rate functions of all edges of $Sigma$ in $O(rho k+|phi| log n)$ time, where $rho$ is the number of sinks in $Sigma$, $k$ is the number of times the rain distribution changes, and $|phi|$ is the total complexity of the flow-rate functions that have non-zero values; (ii) We also present an I/O-efficient algorithm for preprocessing $Sigma$ into a linear-size data structure so that for a rain distribution $R$, it can compute the flow-rate function of all edges using $O(text{Sort}(|phi|))$ I/Os and $O(|phi| log |phi|)$ internal computation time. (iii) $Sigma$ can be preprocessed into a linear-size data structure so that for a given rain distribution $R$, the flow-rate function of an edge $(q,r) in Sigma$ under the single-flow direction (SFD) model can be computed more efficiently. (iv) We present an algorithm for computing the two-dimensional channel along which water flows using Mannings equation; a widely used empirical equation that relates the flow-rate of water in an open channel to the geometry of the channel along with the height of water in the channel.
A terrain is an $x$-monotone polygon whose lower boundary is a single line segment. We present an algorithm to find in a terrain a triangle of largest area in $O(n log n)$ time, where $n$ is the number of vertices defining the terrain. The best previous algorithm for this problem has a running time of $O(n^2)$.
In this paper we ground the asymmetry of causal relations in the internal physical states of a special kind of open dissipative physical system, a causal agent. A causal agent is an autonomous physical system, maintained far from equilibrium by a low entropy source of energy, with accurate sensors and actuators. It has a memory to record sensor measurements and actuator operations. It contains a learning system that can access the sensor and actuator records to learn and represent the causal relations. We claim that causal relations are relations between the internal sensor and actuator records and the causal concept inherent in these correlations is then inscribed in the physical dynamics of the internal learning machine. The existence of contingent internal memory states means each causal agent is in a different physical state. We argue that it is in this sense that causal relations are perspectival. From the outside, averaging over internal states, the causal agents are identical thermodynamic systems.