On the Geometric Separability of Bichromatic Point Sets
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Approximate Guarding of Monotone and Rectilinear Polygons
Approximate Guarding of Monotone and Rectilinear Polygons Erik Krohn∗ Bengt J. Nilsson† Abstract We show that vertex guarding a monotone polygon is NP-hard and construct a constant factor approxi- mation algorithm for interior guarding monotone polygons. Using this algorithm we obtain an approximation algorithm for interior guarding rectilinear polygons that has an approximation factor independent of the num- ber of vertices of the polygon. If the size of the smallest interior guard cover is OPT for a rectilinear polygon, our algorithm produces a guard set of size O(OPT 2). Computational geometry Art gallery problems Mono- tone polygons Rectilinear polygons Approximation algorithms 1 Introduction The art gallery problem is perhaps the best known problem in computational geometry. It asks for the minimum number of guards to guard a space having obstacles. Originally, the obstacles were considered to be walls mutually connected to form a closed Jordan curve, hence, a simple polygon. Tight bounds for the number of guards necessary and sufficient were found by Chvátal [7] and Fisk [17]. Subsequently, other obstacle spaces, both more general and more restricted than simple polygons have also been considered for guarding problems, most notably, polygons with holes and simple rectilinear polygons [21, 32]. Art gallery problems are motivated by applications such as line-of-sight transmission networks in terrains, such as, signal communications and broadcasting, cellular telephony systems and other telecommunication technologies as well as placement of motion detectors and security cameras. We distinguish between two types of guarding problems in simple polygons. Vertex guarding considers only guards positioned at vertices of the polygon, whereas interior guarding allows the guards to be placed anywhere in the interior of the polygon. -
On Guarding the Vertices of Rectilinear Domains
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Elsevier - Publisher Connector Computational Geometry 39 (2008) 219–228 www.elsevier.com/locate/comgeo On guarding the vertices of rectilinear domains Matthew J. Katz ∗,1, Gabriel S. Roisman 2 Department of Computer Science, Ben-Gurion University of the Negev, Beer-Sheva 84105, Israel Received 26 July 2006; received in revised form 31 January 2007; accepted 11 February 2007 Available online 28 February 2007 Communicated by P. Agarwal Abstract We prove that guarding the vertices of a rectilinear polygon P , whether by guards lying at vertices of P , or by guards lying on the boundary of P , or by guards lying anywhere in P , is NP-hard. For the first two proofs (i.e., vertex guards and boundary guards), we construct a reduction from minimum piercing of 2-intervals. The third proof is somewhat simpler; it is obtained by adapting a known reduction from minimum line cover. We also consider the problem of guarding the vertices of a 1.5D rectilinear terrain. We establish an interesting connec- tion between this problem and the problem of computing a minimum clique cover in chordal graphs. This connection yields a 2-approximation algorithm for the guarding problem. © 2007 Elsevier B.V. All rights reserved. Keywords: Geometric optimization; Guarding; NP-hardness; Approximation algorithms 1. Introduction Problems dealing with visibility coverage are often called art-gallery problems. The “classical” art-gallery problem is to place guards in a polygonal region, such that every point in the region is visible to one (or more) of the guards. -
30 POLYGONS Joseph O’Rourke, Subhash Suri, and Csaba D
30 POLYGONS Joseph O'Rourke, Subhash Suri, and Csaba D. T´oth INTRODUCTION Polygons are one of the fundamental building blocks in geometric modeling, and they are used to represent a wide variety of shapes and figures in computer graph- ics, vision, pattern recognition, robotics, and other computational fields. By a polygon we mean a region of the plane enclosed by a simple cycle of straight line segments; a simple cycle means that nonadjacent segments do not intersect and two adjacent segments intersect only at their common endpoint. This chapter de- scribes a collection of results on polygons with both combinatorial and algorithmic flavors. After classifying polygons in the opening section, Section 30.2 looks at sim- ple polygonizations, Section 30.3 covers polygon decomposition, and Section 30.4 polygon intersection. Sections 30.5 addresses polygon containment problems and Section 30.6 touches upon a few miscellaneous problems and results. 30.1 POLYGON CLASSIFICATION Polygons can be classified in several different ways depending on their domain of application. In chip-masking applications, for instance, the most commonly used polygons have their sides parallel to the coordinate axes. GLOSSARY Simple polygon: A closed region of the plane enclosed by a simple cycle of straight line segments. Convex polygon: The line segment joining any two points of the polygon lies within the polygon. Monotone polygon: Any line orthogonal to the direction of monotonicity inter- sects the polygon in a single connected piece. Star-shaped polygon: The entire polygon is visible from some point inside the polygon. Orthogonal polygon: A polygon with sides parallel to the (orthogonal) coordi- nate axes. -
Art Gallery Theorems and Algorithms the International Series of Monographs on Computer Science
ART GALLERY THEOREMS AND ALGORITHMS THE INTERNATIONAL SERIES OF MONOGRAPHS ON COMPUTER SCIENCE EDITORS John E. Hopcroft, Gordon D. Plotkin, Jacob T. Schwartz Dana S. Scott, Jean Vuillemin 1. J. Vitter and W. C. Chen: Design and Analysis of Coalesced Hashing 2. H. Reichel: Initial Computability, Algebraic Specifications, Partial Algebras 3. J. O'Rourke: Art Gallery Theorems and Algorithms Art Gallery Theorems and Algorithms JOSEPH O'ROURKE Department of Computer Science Johns Hopkins University New York Oxford OXFORD UNIVERSITY PRESS 1987 Oxford University Press Oxford New York Toronto Delhi Bombay Calcutta Madras Karachi Petaling Jaya Singapore Hong Kong Tokyo Nairobi Dar es Salaam Cape Town Melbourne Auckland and associated companies in Beirut Berlin Ibadan Nicosia Copyright © 1987 by Joseph O'Rourke Published by Oxford University Press, Inc., 200 Madison Avenue, New York, New York 10016 Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data O'Rourke, Joseph. Art gallery theorems and algorithms. (International series of monographs on computer science) Bibliography: p. Includes index. 1. Geometry—Data processing. 2. Combinatorial geometry. I. Title. II. Series. QA447.076 1987 516'.0028'5 86-19262 ISBN 0-19-503965-3 135798642 Printed in the United States of America on acid-free paper To My Students PREFACE This book is a research monograph on a topic that falls under both combinatorial geometry, a branch of mathematics, and computational geometry, a branch of computer science. -
Improved Bounds for Beacon-Based Coverage and Routing in Simple Rectilinear Polygons ∗
Improved Bounds for Beacon-Based Coverage and Routing in Simple Rectilinear Polygons ∗ Sang Won Baey Chan-Su Shinz Antoine Vigneronx September 18, 2021 Abstract We establish tight bounds for beacon-based coverage problems, and improve the bounds for n beacon-based routing problems in simple rectilinear polygons. Specifically, we show that b 6 c beacons are always sufficient and sometimes necessary to cover a simple rectilinear polygon P with n vertices. We also prove tight bounds for the case where P is monotone, and we present an optimal linear-time algorithm that computes the beacon-based kernel of P . For the 3n 4 n routing problem, we show that b 8− c − 1 beacons are always sufficient, and d 4 e − 1 beacons are sometimes necessary to route between all pairs of points in P . 1 Introduction A beacon is a facility or a device that attracts objects within a given domain. We assume that objects in the domain, such as mobile agents or robots, know the exact location or the direction towards an activated beacon in the domain, even if it is not directly visible. More precisely, given a polygonal domain P , a beacon is placed at a fixed point in P . When a beacon b 2 P is activated, an object p 2 P moves along the ray starting at p and towards the beacon b until it either hits the boundary @P of P , or it reaches b. (See Figure 1a.) If p hits an edge e of P , then it continues to move along e in the direction such that the Euclidean distance to b decreases.