Implementation and Specification of a Simple Polygon Triangulation Algorithm in Isabelle/HOL
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Studies on Kernels of Simple Polygons
UNLV Theses, Dissertations, Professional Papers, and Capstones 5-1-2020 Studies on Kernels of Simple Polygons Jason Mark Follow this and additional works at: https://digitalscholarship.unlv.edu/thesesdissertations Part of the Computer Sciences Commons Repository Citation Mark, Jason, "Studies on Kernels of Simple Polygons" (2020). UNLV Theses, Dissertations, Professional Papers, and Capstones. 3923. http://dx.doi.org/10.34917/19412121 This Thesis is protected by copyright and/or related rights. It has been brought to you by Digital Scholarship@UNLV with permission from the rights-holder(s). You are free to use this Thesis in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s) directly, unless additional rights are indicated by a Creative Commons license in the record and/ or on the work itself. This Thesis has been accepted for inclusion in UNLV Theses, Dissertations, Professional Papers, and Capstones by an authorized administrator of Digital Scholarship@UNLV. For more information, please contact [email protected]. STUDIES ON KERNELS OF SIMPLE POLYGONS By Jason A. Mark Bachelor of Science - Computer Science University of Nevada, Las Vegas 2004 A thesis submitted in partial fulfillment of the requirements for the Master of Science - Computer Science Department of Computer Science Howard R. Hughes College of Engineering The Graduate College University of Nevada, Las Vegas May 2020 © Jason A. Mark, 2020 All Rights Reserved Thesis Approval The Graduate College The University of Nevada, Las Vegas April 2, 2020 This thesis prepared by Jason A. -
The Graphics Gems Series a Collection of Practical Techniques for the Computer Graphics Programmer
GRAPHICS GEMS IV This is a volume in The Graphics Gems Series A Collection of Practical Techniques for the Computer Graphics Programmer Series Editor Andrew Glassner Xerox Palo Alto Research Center Palo Alto, California GRAPHICS GEMS IV Edited by Paul S. Heckbert Computer Science Department Carnegie Mellon University Pittsburgh, Pennsylvania AP PROFESSIONAL Boston San Diego New York London Sydney Tokyo Toronto This book is printed on acid-free paper © Copyright © 1994 by Academic Press, Inc. All rights reserved No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. AP PROFESSIONAL 955 Massachusetts Avenue, Cambridge, MA 02139 An imprint of ACADEMIC PRESS, INC. A Division of HARCOURT BRACE & COMPANY United Kingdom Edition published by ACADEMIC PRESS LIMITED 24-28 Oval Road, London NW1 7DX Library of Congress Cataloging-in-Publication Data Graphics gems IV / edited by Paul S. Heckbert. p. cm. - (The Graphics gems series) Includes bibliographical references and index. ISBN 0-12-336156-7 (with Macintosh disk). —ISBN 0-12-336155-9 (with IBM disk) 1. Computer graphics. I. Heckbert, Paul S., 1958— II. Title: Graphics gems 4. III. Title: Graphics gems four. IV. Series. T385.G6974 1994 006.6'6-dc20 93-46995 CIP Printed in the United States of America 94 95 96 97 MV 9 8 7 6 5 4 3 2 1 Contents Author Index ix Foreword by Andrew Glassner xi Preface xv About the Cover xvii I. Polygons and Polyhedra 1 1.1. -
Simple Polygons Scribe: Michael Goldwasser
CS268: Geometric Algorithms Handout #5 Design and Analysis Original Handout #15 Stanford University Tuesday, 25 February 1992 Original Lecture #6: 28 January 1991 Topics: Triangulating Simple Polygons Scribe: Michael Goldwasser Algorithms for triangulating polygons are important tools throughout computa- tional geometry. Many problems involving polygons are simplified by partitioning the complex polygon into triangles, and then working with the individual triangles. The applications of such algorithms are well documented in papers involving visibility, motion planning, and computer graphics. The following notes give an introduction to triangulations and many related definitions and basic lemmas. Most of the definitions are based on a simple polygon, P, containing n edges, and hence n vertices. However, many of the definitions and results can be extended to a general arrangement of n line segments. 1 Diagonals Definition 1. Given a simple polygon, P, a diagonal is a line segment between two non-adjacent vertices that lies entirely within the interior of the polygon. Lemma 2. Every simple polygon with jPj > 3 contains a diagonal. Proof: Consider some vertex v. If v has a diagonal, it’s party time. If not then the only vertices visible from v are its neighbors. Therefore v must see some single edge beyond its neighbors that entirely spans the sector of visibility, and therefore v must be a convex vertex. Now consider the two neighbors of v. Since jPj > 3, these cannot be neighbors of each other, however they must be visible from each other because of the above situation, and thus the segment connecting them is indeed a diagonal. -
Point-In-Polygon Tests by Determining Grid Center Points in Advance
Point-in-Polygon Tests by Determining Grid Center Points in Advance Jing Li* and Wencheng Wang† *State Key Laboratory of Computer Science, Institute of Software, Chinese Academy of Sciences, Beijing, China E-mail: [email protected] Tel: +86-010-62661655 † State Key Laboratory of Computer Science, Institute of Software, Chinese Academy of Sciences, Beijing, China E-mail: [email protected] Tel: +86-010-62661611 Abstract—This paper presents a new method for point-in- against the same polygon. For example, both the methods polygon tests via uniform grids. It consists of two stages, with based on trapezoids and convex polygons have a time first to construct a uniform grid and determine the inclusion complexity of O(logNe) for an inclusion test. However, these property of every grid center point, and the second to determine methods generally take a long time to create the a query point by the center point of its located grid cell. In this subcomponents in preprocessing, and need O(N logN ) time. way, the simple ray crossing method can be used locally to e e This prevents them from treating dynamic situations when the perform point-in-polygon tests quickly. When O(Ne) grid cells are constructed, as used in many grid-based methods, our new polygon is either deformable or moving. For example, they method can considerably reduce the storage requirement and the may seriously lower the efficiency of finding the safe sites in time on grid construction and determining the grid center points a flooded city, where the polygons for approximating the in the first stage, where Ne is the number of polygon edges. -
Maximum-Area Rectangles in a Simple Polygon∗
Maximum-Area Rectangles in a Simple Polygon∗ Yujin Choiy Seungjun Leez Hee-Kap Ahnz Abstract We study the problem of finding maximum-area rectangles contained in a polygon in the plane. There has been a fair amount of work for this problem when the rectangles have to be axis-aligned or when the polygon is convex. We consider this problem in a simple polygon with n vertices, possibly with holes, and with no restriction on the orientation of the rectangles. We present an algorithm that computes a maximum-area rectangle in O(n3 log n) time using O(kn2) space, where k is the number of reflex vertices of P . Our algorithm can report all maximum-area rectangles in the same time using O(n3) space. We also present a simple algorithm that finds a maximum-area rectangle contained in a convex polygon with n vertices in O(n3) time using O(n) space. 1 Introduction Computing a largest figure of a certain prescribed shape contained in a container is a fundamental and important optimization problem in pattern recognition, computer vision and computational geometry. There has been a fair amount of work for finding rectangles of maximum area contained in a convex polygon P with n vertices in the plane. Amenta showed that an axis-aligned rectangle of maximum area can be found in linear time by phrasing it as a convex programming problem [3]. Assuming that the vertices are given in order along the boundary of P , stored in an array or balanced binary search tree in memory, Fischer and Höffgen gave O(log2 n)-time algorithm for finding an axis-aligned rectangle of maximum area contained in P [9]. -
On the Complexity of Point-In-Polygon Algorithms
Compufers & GeosciencesVol. 23, No. I, pp. 109-I 18, 1997 Pergamon 0 1997 Elsevier Science Ltd Printed in Great Britain. All rights reserved PII: SOO98-3004(96)00071-4 0098-3004197 $17.00 + 0.00 ON THE COMPLEXITY OF POINT-IN-POLYGON ALGORITHMS CHONG-WEI HUANG and TIAN-YUAN SHIH Department of Civil Engineering, National Chiao-Tung University, Hsin-Chu, Taiwan (Received 4 March 1996: revised 4 July 1996) Abstract-Point-in-polygon is one of the fundamental operations of Geographic Information Systems. A number of algorithms can be applied. Different algorithms lead to different running efficiencies. In the study, the complexities of eight point-in-polygon algorithms were analyzed. General and specific examples are studied. In the general example, an unlimited number of nodes are assumed; whereas in the second example, eight nodes are specified. For convex polygons, the sum of area method, the sign of offset method, and the orientation method is well suited for a single point query. For possibly con- cave polygons, the ray intersection method and the swath method shod be seiected. For eight node polygons, the ray intersection method with bounding rectangles is faster. 0 1997 Elsevier Science Ltd. All rights reserved Key Words: Point-in-polygon, Complexity, Ray intersection, Sum of angles method, Swath method, Sign of offset method. INTRODUCTION (3) pre-processing time: the time required to arrange the data for searching; and In this article, the “point-in-polygon” problem is (4) update time: the time required to renew the defined as: “With a given polygon P and an arbitrary data structure. -
University of Houston – Math Contest Project Problem, 2012 Simple Equilateral Polygons and Regular Polygonal Wheels School
University of Houston – Math Contest Project Problem, 2012 Simple Equilateral Polygons and Regular Polygonal Wheels School Name: _____________________________________ Team Members The Project is due at 8:30am (during onsite registration) on the day of the contest. Each project will be judged for precision, presentation, and creativity. Place the team solution in a folder with this page as the cover page, a table of contents, and the solutions. Solve as many of the problems as possible. A polygon is said to be simple if its boundary does not cross itself. A polygon is equilateral if all of its sides have the same length. The sides of a polygon are line segments joining particular vertices of the polygon, and quite often, it is necessary to specify the vertices of a polygon, even if a figure is given. For example, consider the simple polygon shown below. In the absence of additional information, we naturally assume that this simple polygon has 4 vertices and 4 sides. However, it is possible that there are more vertices and sides. Consider the two views below of figures with the same shape, with the vertices showing. The first of these has an additional vertex, and consequently an additional side (it really is possible for 2 sides to be adjacent and collinear). For this reason, whenever referring to a simple polygon, we will either clearly plot the vertices, or list them. We assume the reader understands the difference between the interior and the exterior of a simple polygon, as well as the idea of traversing the boundary of a simple polygon in a counter- clockwise orientation . -
On Point-Inclusion Test in Convex Polygons and Polyhedrons
Journal of Algorithms and Computation journal homepage: http://jac.ut.ac.ir On Point-inclusion Test in Convex Polygons and Polyhedrons Mahdi Imanparast∗1 and Mehdi Kazemi Torbaghany2 1Department of Computer Science, University of Bojnord, Bojnord, Iran. 2Department of Mathematics, University of Bojnord, Bojnord, Iran. ABSTRACT ARTICLE INFO A new algorithm for point-inclusion test in convex poly- Article history: gons is introduced. The proposed algorithm answers the Received 02, November 2019 point-inclusion test in convex polygons in O(log n) time Received in revised form 14, without any preprocessing and with O(n) space. The April 2020 proposed algorithm is extended to do the point-inclusion Accepted 10 May 2020 test in convex polyhedrons in three dimensional space. Available online 01, June 2020 This algorithm can solve the point-inclusion test in con- vex 3D polyhedrons in O(log n) time with O(n) prepro- cessing time and O(n) space. Keyword: Point-in-polygon, Point-inclusion test, Convex polygons, Convex polyhedrons, Preprocessing time. AMS subject Classification: 68U05, 68W40, 97R60 1 Introduction Point-in-polygon is a basic operation in geographical information systems (GIS), and has applications in areas that deal with geometrical data, such as computer graphics, computer vision, and motion planning [7, 9]. This problem is defined as: given a polygon P and a query point q, determine whether point q is inside P or not. For instance, we can imagine whenever we click with a mouse on a shape in the screen, a point-in- polygon test is solved [13]. This operation is also called point-inclusion test, and used ∗Corresponding author: M. -
Inclusion Test for Polyhedra Using Depth Value Comparisons on the GPU
International Journal of Computer Theory and Engineering, Vol. 9, No. 2, April 2017 Inclusion Test for Polyhedra Using Depth Value Comparisons on the GPU D. Horvat and B. Žalik passes are required for the construction of LDI, which can Abstract—This paper presents a novel method for testing the represent a problem for objects containing many triangles or inclusion status between the points and boundary dynamic scenes with changing geometry where LDI is representations of polyhedra. The method is executed entirely constantly recalculated. Motivated by these shortcomings, on the GPU and is characterized by memory efficiency, fast the following contributions of the proposed method can be execution and high integrability. It is a variant of the widely known ray-crossing method. However, in our case, the outlined: intersections are counted by comparing the depths, obtained Memory efficiency: Only a list of point depths and their from the points and the models' surfaces. The odd-even rule is index map is required, thus making the method very then applied to determine the inclusion status. The method is memory efficient. conceptually simple and, as most of the work is done implicitly Fast execution: The method is almost completely by the GPU, easy to implement. It executes very fast and uses about 75% less GPU memory than the LDI method to which it executed within the rendering pipeline of the GPU. This was compared. enables real-time detection of inclusions on geometrically arbitrary or deformable objects. Index Terms—Inclusion test, GPU processing, computational High integrability: If used in the right order, most of the geometry, polyhedron, point containment. -
Areas and Shapes of Planar Irregular Polygons
Forum Geometricorum b Volume 18 (2018) 17–36. b b FORUM GEOM ISSN 1534-1178 Areas and Shapes of Planar Irregular Polygons C. E. Garza-Hume, Maricarmen C. Jorge, and Arturo Olvera Abstract. We study analytically and numerically the possible shapes and areas of planar irregular polygons with prescribed side-lengths. We give an algorithm and a computer program to construct the cyclic configuration with its circum- circle and hence the maximum possible area. We study quadrilaterals with a self-intersection and prove that not all area minimizers are cyclic. We classify quadrilaterals into four classes related to the possibility of reversing orientation by deforming continuously. We study the possible shapes of polygons with pre- scribed side-lengths and prescribed area. In this paper we carry out an analytical and numerical study of the possible shapes and areas of general planar irregular polygons with prescribed side-lengths. We explain a way to construct the shape with maximum area, which is known to be the cyclic configuration. We write a transcendental equation whose root is the radius of the circumcircle and give an algorithm to compute the root. We provide an algorithm and a corresponding computer program that actually computes the circumcircle and draws the shape with maximum area, which can then be deformed as needed. We study quadrilaterals with a self-intersection, which are the ones that achieve minimum area and we prove that area minimizers are not necessarily cyclic, as mentioned in the literature ([4]). We also study the possible shapes of polygons with prescribed side-lengths and prescribed area. -
A Linear Time Algorithm for the Minimum Area Rectangle Enclosing a Convex Polygon
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Purdue E-Pubs Purdue University Purdue e-Pubs Department of Computer Science Technical Reports Department of Computer Science 1983 A Linear Time Algorithm for the Minimum Area Rectangle Enclosing a Convex Polygon Dennis S. Arnon John P. Gieselmann Report Number: 83-463 Arnon, Dennis S. and Gieselmann, John P., "A Linear Time Algorithm for the Minimum Area Rectangle Enclosing a Convex Polygon" (1983). Department of Computer Science Technical Reports. Paper 382. https://docs.lib.purdue.edu/cstech/382 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. 1 A LINEAR TIME ALGORITHM FOR THE MINIMUM AREA RECfANGLE ENCLOSING A CONVEX POLYGON by Dennis S. Amon Computer Science Department Purdue University West Lafayette, Indiana 479Cf7 John P. Gieselmann Computer Science Department Purdue University West Lafayette, Indiana 47907 Technical Report #463 Computer Science Department - Purdue University December 7, 1983 ABSTRACT We give an 0 (n) algorithm for constructing the rectangle of minimum area enclosing an n-vcrtex convex polygon. Keywords: computational geometry, geomelric approximation, minimum area rectangle, enclosing rectangle, convex polygons, space planning. 2 1. introduction. The problem of finding a rectangle of minimal area that encloses a given polygon arises, for example, in algorithms for the cutting stock problem and the template layout problem (see e.g [4} and rID. In a previous paper, Freeman and Shapira [2] show that the minimum area enclosing rectangle ~or an arbitrary (simple) polygon P is the minimum area enclosing rectangle Rp of its convex hull. -
Geofencing for Small Unmanned Aircraft Systems in Complex Low Altitude Airspace
Geofencing for Small Unmanned Aircraft Systems in Complex Low Altitude Airspace by Mia N. Stevens A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Robotics) in The University of Michigan 2019 Doctoral Committee: Professor Ella M. Atkins, Chair Professor Jessy W. Grizzle Professor Benjamin Kuipers Assistant Professor Dimitra Panagou Mia Stevens [email protected] ORCID iD: 0000-0002-2892-0162 c Mia Stevens 2019 TABLE OF CONTENTS LIST OF FIGURES ::::::::::::::::::::::::::::::: v LIST OF TABLES :::::::::::::::::::::::::::::::: x LIST OF ALGORITHMS ::::::::::::::::::::::::::: xi LIST OF ABBREVIATIONS ::::::::::::::::::::::::: xii LIST OF SYMBOLS :::::::::::::::::::::::::::::: xiii ABSTRACT ::::::::::::::::::::::::::::::::::: xvii CHAPTER I. Introduction ..............................1 1.1 Motivation . .1 1.1.1 What is geofencing? . .1 1.1.2 Flying Within a Geofence . .3 1.2 Airspace Background . .3 1.3 Problem Statement . .4 1.4 Research Approach . .6 1.5 Contributions and Innovations . .7 1.6 Outline . .8 1.7 Publications . .8 II. Geofencing System .......................... 10 2.1 Introduction . 10 2.2 Geofence Definition . 11 2.2.1 Geofence Permanence . 12 2.2.2 Geofence Permissions Function . 14 2.3 UTM Concept of Operations . 14 2.4 UTM Geofence Request Management . 16 2.4.1 Temporal Periods . 16 ii 2.4.2 Permission Constraints . 20 2.4.3 Geofence Removal . 22 2.5 Vertical Geofence Sets . 22 2.6 Horizontal Geofence Boundary Set Operations . 26 2.7 Utility Inspection Case Study . 30 2.8 Discussion . 35 III. Boundary Check ............................ 36 3.1 Introduction . 36 3.2 Problem Statement . 37 3.3 Horizontal Geofence Violation Detection Algorithms . 39 3.3.1 Grid-based Algorithms . 39 3.3.2 Decomposition Algorithms .