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Shooting permanent rays among disjoint polygons in the plane
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Annual Symposium on Computational Geometry archive
Proceedings of the 25th annual symposium on Computational geometry table of contents
Aarhus, Denmark
SESSION: Monday, June 8th, 10:50-11:50 am table of contents
Pages 51-60  
Year of Publication: 2009
ISBN:978-1-60558-501-7
Authors
Mashhood Ishaque  Tufts University, Medford, MA, USA
Bettina Speckmann  TU Eindhoven, Eindhoven, Netherlands
Csaba D. Tóth  University of Calgary, Calgary, AB, Canada
Sponsors
ACM: Association for Computing Machinery
SIGACT: ACM Special Interest Group on Algorithms and Computation Theory
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

We present a data structure for ray shooting-and-insertion in the free space among disjoint polygonal obstacles with a total of $n$ vertices in the plane, where each ray starts at the boundary of some obstacle. The portion of each query ray between the starting point and the first obstacle hit is inserted permanently as a new obstacle. Our data structure uses O(n log n) space and preprocessing time, and it supports m successive ray shooting-and-insertion queries in O(n log2 n + m log m) total time. We present two applications for our data structure: (1) Our data structure supports efficient implementation of auto-partitions in the plane i.e. binary space partitions where each partition is done along the supporting line of an input segment. If n input line segments are fragmented into m pieces by an auto-partition, then it can now be implemented in O(n log2n+m log m) time. This improves the expected runtime of Patersen and Yao's classical randomized auto-partition algorithm for n disjoint line segments to O(n log2 n). (2) If we are given disjoint polygonal obstacles with a total of n vertices in the plane, a permutation of the reflex vertices, and a half-line at each reflex vertex that partitions the reflex angle into two convex angles, then the folklore convex partitioning algorithm draws a ray emanating from each reflex vertex in the prescribed order in the given direction until it hits another obstacle, a previous ray, or infinity. The previously best implementation (with a semi-dynamic ray shooting data structure) requires O(n3/2-ε/2) time using O(n1+ε) space. Our data structure improves the runtime to O(n log2 n).


REFERENCES

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Collaborative Colleagues:
Mashhood Ishaque: colleagues
Bettina Speckmann: colleagues
Csaba D. Tóth: colleagues