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Journal ArticleDOI

Linear-time algorithms for visibility and shortest path problems inside triangulated simple polygons

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TLDR
Given a triangulation of a simple polygonP, linear-time algorithms for solving a collection of problems concerning shortest paths and visibility withinP are presented.
Abstract
Given a triangulation of a simple polygonP, we present linear-time algorithms for solving a collection of problems concerning shortest paths and visibility withinP. These problems include calculation of the collection of all shortest paths insideP from a given source vertexS to all the other vertices ofP, calculation of the subpolygon ofP consisting of points that are visible from a given segment withinP, preprocessingP for fast "ray shooting" queries, and several related problems.

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Citations
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Journal ArticleDOI

Capturing an evader in polygonal environments with obstacles: The full visibility case

TL;DR: It is proved that three pursuers are always sufficient and sometimes necessary to capture the evader and the bound is independent of the number of vertices or holes in the polygonal environment.
Journal ArticleDOI

Computing the visibility polygon from a convex set and related problems

TL;DR: The authors' algorithm for computing the complete visibility polygon of P from a convex set inside P leads to efficient algorithms for the following problems: Given a polygon Q of m vertices inside another polygon P of n vertices, construct a minimum nested convex polygon K between P and Q in O((n + m)log k) time, where k is the number of vertices.
Book

Computing the link center of a simple polygon

TL;DR: The link center of a simple polygon P is the set of points x inside P at which the maximal link-distance from x to any other point in P is minimized, where the link distance between two points x, y inside P is defined as the smallest number of straight edges in a polygonal path inside P connecting x to y.
Journal ArticleDOI

Generating random polygons with given vertices

TL;DR: An algorithm is given that generates a random monotone polygon in O(n) time and space after O(K) preprocessing time, where n is the number of vertices in a set of n vertices.
Journal ArticleDOI

A new algorithm for shortest paths among obstacles in the plane

TL;DR: A new algorithm for computing Euclidean shortest paths in the plane in the presence of polygonal obstacles is introduced, and a planar subdivision is built that supports efficient queries for shortest paths froms to any destination pointt.
References
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Book

Data Structures and Network Algorithms

TL;DR: This paper presents a meta-trees tree model that automates the very labor-intensive and therefore time-heavy and therefore expensive process of manually selecting trees to grow in a graph.
Journal ArticleDOI

Self-adjusting binary search trees

TL;DR: The splay tree, a self-adjusting form of binary search tree, is developed and analyzed and is found to be as efficient as balanced trees when total running time is the measure of interest.
Journal ArticleDOI

Optimal Search in Planar Subdivisions

TL;DR: This work presents a practical algorithm for subdivision search that achieves the same (optimal) worst case complexity bounds as the significantly more complex algorithm of Lipton and Tarjan, namely $O(\log n)$ search time with $O(n)$ storage.
Journal ArticleDOI

Optimal point location in a monotone subdivision

TL;DR: A substantial refinement of the technique of Lee and Preparata for locating a point in $\mathcal{S}$ based on separating chains is exhibited, which can be implemented in a simple and practical way, and is extensible to subdivisions with edges more general than straight-line segments.
Journal ArticleDOI

Euclidean shortest paths in the presence of rectilinear barriers

TL;DR: The goal is to find interesting cases for which the solution can be obtained without the explicit construction of the entire visibility graph, which solve the problems by constructing the shortest-path tree from the source to all the vertices of the obstacles and to the destination.