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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.
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 s
We solve an open problem posed by Michael Biro at CCCG 2013 that was inspired by his and others work on beacon-based routing. Consider a human and a puppy on a simple closed curve in the plane. The human can walk along the curve at bounded speed and
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 $Sigma$, represen
Let $P$ be an $x$-monotone orthogonal polygon with $n$ vertices. We call $P$ a simple histogram if its upper boundary is a single edge; and a double histogram if it has a horizontal chord from the left boundary to the right boundary. Two points $p$ a
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}