Quickest Visibility Queries in Polygonal Domains
نویسندگان
چکیده
منابع مشابه
Quickest Visibility Queries in Polygonal Domains
Let s be a point in a polygonal domain P of h−1 holes and n vertices. We consider the following quickest visibility query problem. Given a query point q in P, the goal is to find a shortest path in P to move from s to see q as quickly as possible. Previously, Arkin et al. (SoCG 2015) built a data structure of size O(n22α(n) logn) that can answer each query in O(K log2 n) time, where α(n) is the...
متن کاملShortest Path to a Segment and Quickest Visibility Queries
We show how to preprocess a polygonal domain with a fixed starting point s in order to answer efficiently the following queries: Given a point q, how should one move from s in order to see q as soon as possible? This query resembles the well-known shortest-path-to-a-point query, except that the latter asks for the fastest way to reach q, instead of seeing it. Our solution methods include a data...
متن کاملWeak visibility queries of line segments in simple polygons and polygonal domains
In this paper we consider the problem of computing the weak visibility polygon of any query line segment pq (or WVP(pq)) inside a given polygon P . Our first non-trivial algorithm runs in simple polygons and needs O(n log n) time and O(n) space in the preprocessing phase to report WVP(pq) of any query line segment pq in time O(log n + |WVP(pq)|). We also give an algorithm to compute the weak vi...
متن کاملVisualizing Quickest Visibility Maps
Consider the following modification to the shortest path query problem in polygonal domains: instead of finding shortest path to a query point q, we find the shortest path to any point that sees q. We present an interactive visualization applet visualizing these quickest visibility paths. The applet also visualizes quickest visibility maps, that is the subdivision of the domain into cells by th...
متن کاملOpenGL-assisted Visibility Queries of Large Polygonal Models
We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of OpenGL-assisted frustum culling, hierarchical model-space partitioning, and OpenGL based occlusion culling, we achieve a significant better performance on general polygonal models than previous approaches. In contrast to these approaches, we only expl...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Discrete & Computational Geometry
سال: 2019
ISSN: 0179-5376,1432-0444
DOI: 10.1007/s00454-019-00108-8