Searcharxiv⌕ Search

arXiv subjects

André van Renssen

Publications and source records attributed to André van Renssen.

At least 37 records · Page 2Linked to original sources

Snipperclips: Cutting Tools into Desired Polygons using Themselves

We study Snipperclips, a computer puzzle game whose objective is to create a target shape with two tools. The tools start as constant-complexity shapes, and each tool can snip (i.e., subtract its current shape from) the other tool. We study the computational problem of, given a target shape represented by a polygonal domain of $n$ vertices, is it possible to create it as one of the tools' shape via a sequence of snip operations? If so, how many snip operations are required? We consider several variants of the problem (such as allowing the tools to be disconnected and/or using an undo operation) and bound the number of operations needed for each of the variants.

cs.CG↗

Constrained Routing Between Non-Visible Vertices

In this paper we study local routing strategies on geometric graphs. Such strategies use geometric properties of the graph like the coordinates of the current and target nodes to route. Specifically, we study routing strategies in the presence of constraints which are obstacles that edges of the graph are not allowed to cross. Let $P$ be a set of $n$ points in the plane and let $S$ be a set of line segments whose endpoints are in $P$, with no two line segments intersecting properly. We present the first deterministic 1-local $O(1)$-memory routing algorithm that is guaranteed to find a path between two vertices in the visibility graph of $P$ with respect to a set of constraints $S$. The strategy never looks beyond the direct neighbors of the current node and does not store more than $O(1)$-information to reach the target. We then turn our attention to finding competitive routing strategies. We show that when routing on any triangulation $T$ of $P$ such that $S\subseteq T$, no $o(n)$-competitive routing algorithm exists when the routing strategy restricts its attention to the triangles intersected by the line segment from the source to the target (a technique commonly used in the unconstrained setting). Finally, we provide an $O(n)$-competitive deterministic 1-local $O(1)$-memory routing algorithm on any such $T$, which is optimal in the worst case, given the lower bound.

cs.CG↗

Bounded-Degree Spanners in the Presence of Polygonal Obstacles

Let $V$ be a finite set of vertices in the plane and $S$ be a finite set of polygonal obstacles, where the vertices of $S$ are in $V$. We show how to construct a plane $2$-spanner of the visibility graph of $V$ with respect to $S$. As this graph can have unbounded degree, we modify it in three easy-to-follow steps, in order to bound the degree to $7$ at the cost of slightly increasing the spanning ratio to 6.

cs.CG↗

Rectilinear Link Diameter and Radius in a Rectilinear Polygonal Domain

We study the computation of the diameter and radius under the rectilinear link distance within a rectilinear polygonal domain of $n$ vertices and $h$ holes. We introduce a \emph{graph of oriented distances} to encode the distance between pairs of points of the domain. This helps us transform the problem so that we can search through the candidates more efficiently. Our algorithm computes both the diameter and the radius in $\min \{\,O(n^ω), O(n^2 + nh \log h + χ^2)\,\}$ time, where $ω<2.373$ denotes the matrix multiplication exponent and $χ\in Ω(n)\cap O(n^2)$ is the number of edges of the graph of oriented distances. We also provide a faster algorithm for computing the diameter that runs in $O(n^2 \log n)$ time.

cs.CG↗

A Simple Dynamization of Trapezoidal Point Location in Planar Subdivisions

We study how to dynamize the Trapezoidal Search Tree - a well known randomized point location structure for planar subdivisions of kinetic line segments. Our approach naturally extends incremental leaf-level insertions to recursive methods and allows adaptation for the online setting. Moreover, the dynamization carries over to the Trapezoidal Search DAG, offering a linear sized data structure with logarithmic point location costs as a by-product. On a set $S$ of non-crossing segments, each update performs expected ${\mathcal O}(\log^2|S|)$ operations. We demonstrate the practicality of our method with an open-source implementation, based on the Computational Geometry Algorithms Library, and experiments on the update performance.

cs.CG↗

Universal Reconfiguration of Facet-Connected Modular Robots by Pivots: The $O(1)$ Musketeers

We present the first universal reconfiguration algorithm for transforming a modular robot between any two facet-connected square-grid configurations using pivot moves. More precisely, we show that five extra "helper" modules ("musketeers") suffice to reconfigure the remaining $n$ modules between any two given configurations. Our algorithm uses $O(n^2)$ pivot moves, which is worst-case optimal. Previous reconfiguration algorithms either require less restrictive "sliding" moves, do not preserve facet-connectivity, or for the setting we consider, could only handle a small subset of configurations defined by a local forbidden pattern. Configurations with the forbidden pattern do have disconnected reconfiguration graphs (discrete configuration spaces), and indeed we show that they can have an exponential number of connected components. But forbidding the local pattern throughout the configuration is far from necessary, as we show that just a constant number of added modules (placed to be freely reconfigurable) suffice for universal reconfigurability. We also classify three different models of natural pivot moves that preserve facet-connectivity, and show separations between these models.

cs.CG↗

Balanced Line Separators of Unit Disk Graphs

We prove a geometric version of the graph separator theorem for the unit disk intersection graph: for any set of $n$ unit disks in the plane there exists a line $\ell$ such that $\ell$ intersects at most $O(\sqrt{(m+n)\log{n}})$ disks and each of the halfplanes determined by $\ell$ contains at most $2n/3$ unit disks from the set, where $m$ is the number of intersecting pairs of disks. We also show that an axis-parallel line intersecting $O(\sqrt{m+n})$ disks exists, but each halfplane may contain up to $4n/5$ disks. We give an almost tight lower bound (up to sublogarithmic factors) for our approach, and also show that no line-separator of sublinear size in $n$ exists when we look at disks of arbitrary radii, even when $m=0$. Proofs are constructive and suggest simple algorithms that run in linear time. Experimental evaluation has also been conducted, which shows that for random instances our method outperforms the method by Fox and Pach (whose separator has size $O(\sqrt{m})$).

cs.CG↗

Faster Algorithms for Growing Prioritized Disks and Rectangles

Motivated by map labeling, Funke, Krumpe, and Storandt [IWOCA 2016] introduced the following problem: we are given a sequence of $n$ disks in the plane. Initially, all disks have radius $0$, and they grow at constant, but possibly different, speeds. Whenever two disks touch, the one with the higher index disappears. The goal is to determine the elimination order, i.e., the order in which the disks disappear. We provide the first general subquadratic algorithm for this problem. Our solution extends to other shapes (e.g., rectangles), and it works in any fixed dimension. We also describe an alternative algorithm that is based on quadtrees. Its running time is $O\big(n \big(\log n + \min \{ \log Δ, \log Φ\}\big)\big)$, where $Δ$ is the ratio of the fastest and the slowest growth rate and $Φ$ is the ratio of the largest and the smallest distance between two disk centers. This improves the running times of previous algorithms by Funke, Krumpe, and Storandt [IWOCA 2016], Bahrdt et al. [ALENEX 2017], and Funke and Storandt [EuroCG 2017]. Finally, we give an $Ω(n\log n)$ lower bound, showing that our quadtree algorithms are almost tight.

cs.CG↗

Geometry and Generation of a New Graph Planarity Game

We introduce a new abstract graph game, Swap Planarity, where the goal is to reach a state without edge intersections and a move consists of swapping the locations of two vertices connected by an edge. We analyze this puzzle game using concepts from graph theory and graph drawing, computational geometry, and complexity. Furthermore, we specify quality criteria for puzzle instances, and describe a method to generate high-quality instances. We also report on experiments that show how well this generation process works.

cs.CG↗

Symmetric Assembly Puzzles are Hard, Beyond a Few Pieces

We study the complexity of symmetric assembly puzzles: given a collection of simple polygons, can we translate, rotate, and possibly flip them so that their interior-disjoint union is line symmetric? On the negative side, we show that the problem is strongly NP-complete even if the pieces are all polyominos. On the positive side, we show that the problem can be solved in polynomial time if the number of pieces is a fixed constant.

cs.CG↗

Spanning Properties of Yao and $Θ$-Graphs in the Presence of Constraints

We present improved upper bounds on the spanning ratio of constrained $θ$-graphs with at least 6 cones and constrained Yao-graphs with 5 or at least 7 cones. Given a set of points in the plane, a Yao-graph partitions the plane around each vertex into $m$ disjoint cones, each having aperture $θ= 2 π/m$, and adds an edge to the closest vertex in each cone. Constrained Yao-graphs have the additional property that no edge properly intersects any of the given line segment constraints. Constrained $θ$-graphs are similar to constrained Yao-graphs, but use a different method to determine the closest vertex. We present tight bounds on the spanning ratio of a large family of constrained $θ$-graphs. We show that constrained $θ$-graphs with $4k + 2$ ($k \geq 1$ and integer) cones have a tight spanning ratio of $1 + 2 \sin(θ/2)$, where $θ$ is $2 π/ (4k + 2)$. We also present improved upper bounds on the spanning ratio of the other families of constrained $θ$-graphs. These bounds match the current upper bounds in the unconstrained setting. We also show that constrained Yao-graphs with an even number of cones ($m \geq 8$) have spanning ratio at most $1 / ( 1 - 2 \sin (θ/2) )$ and constrained Yao-graphs with an odd number of cones ($m \geq 5$) have spanning ratio at most $1 / ( 1 - 2 \sin (3θ/8) )$. As is the case with constrained $θ$-graphs, these bounds match the current upper bounds in the unconstrained setting, which implies that like in the unconstrained setting using more cones can make the spanning ratio worse.

cs.CG↗

Packing Short Plane Spanning Graphs in Complete Geometric Graphs

Given a set of points in the plane, we want to establish a connection network between these points that consists of several disjoint layers. Motivated by sensor networks, we want that each layer is spanning and plane, and that no edge is very long (when compared to the minimum length needed to obtain a spanning graph). We consider two different approaches: first we show an almost optimal centralized approach to extract two graphs. Then we show a constant factor approximation for a distributed model in which each point can compute its adjacencies using only local information. In both cases the obtained layers are plane

cs.CG↗

New and Improved Spanning Ratios for Yao Graphs

For a set of points in the plane and a fixed integer $k > 0$, the Yao graph $Y_k$ partitions the space around each point into $k$ equiangular cones of angle $θ=2π/k$, and connects each point to a nearest neighbor in each cone. It is known for all Yao graphs, with the sole exception of $Y_5$, whether or not they are geometric spanners. In this paper we close this gap by showing that for odd $k \geq 5$, the spanning ratio of $Y_k$ is at most $1/(1-2\sin(3θ/8))$, which gives the first constant upper bound for $Y_5$, and is an improvement over the previous bound of $1/(1-2\sin(θ/2))$ for odd $k \geq 7$. We further reduce the upper bound on the spanning ratio for $Y_5$ from $10.9$ to $2+\sqrt{3} \approx 3.74$, which falls slightly below the lower bound of $3.79$ established for the spanning ratio of $Θ_5$ ($Θ$-graphs differ from Yao graphs only in the way they select the closest neighbor in each cone). This is the first such separation between a Yao and $Θ$-graph with the same number of cones. We also give a lower bound of $2.87$ on the spanning ratio of $Y_5$. Finally, we revisit the $Y_6$ graph, which plays a particularly important role as the transition between the graphs ($k > 6$) for which simple inductive proofs are known, and the graphs ($k \le 6$) whose best spanning ratios have been established by complex arguments. Here we reduce the known spanning ratio of $Y_6$ from $17.6$ to $5.8$, getting closer to the spanning ratio of 2 established for $Θ_6$.

cs.CG↗

Routing in Histograms

Let $P$ be an $x$-monotone orthogonal polygon with $n$ vertices. We call $P$ a simple histogram if its upper boundary is a single edge; and a double histogram if it has a horizontal chord from the left boundary to the right boundary. Two points $p$ and $q$ in $P$ are co-visible if and only if the (axis-parallel) rectangle spanned by $p$ and $q$ completely lies in $P$. In the $r$-visibility graph $G(P)$ of $P$, we connect two vertices of $P$ with an edge if and only if they are co-visible. We consider routing with preprocessing in $G(P)$. We may preprocess $P$ to obtain a label and a routing table for each vertex of $P$. Then, we must be able to route a packet between any two vertices $s$ and $t$ of $P$, where each step may use only the label of the target node $t$, the routing table and neighborhood of the current node, and the packet header. We present a routing scheme for double histograms that sends any data packet along a path whose length is at most twice the (unweighted) shortest path distance between the endpoints. In our scheme, the labels, routing tables, and headers need $O(\log n)$ bits. For the case of simple histograms, we obtain a routing scheme with optimal routing paths, $O(\log n)$-bit labels, one-bit routing tables, and no headers.

cs.CG↗

Fully-Dynamic and Kinetic Conflict-Free Coloring of Intervals with Respect to Points

We introduce the fully-dynamic conflict-free coloring problem for a set $S$ of intervals in $\mathbb{R}^1$ with respect to points, where the goal is to maintain a conflict-free coloring for$S$ under insertions and deletions. A coloring is conflict-free if for each point $p$ contained in some interval, $p$ is contained in an interval whose color is not shared with any other interval containing $p$. We investigate trade-offs between the number of colors used and the number of intervals that are recolored upon insertion or deletion of an interval. Our results include: - a lower bound on the number of recolorings as a function of the number of colors, which implies that with $O(1)$ recolorings per update the worst-case number of colors is $Ω(\log n/\log\log n)$, and that any strategy using $O(1/\varepsilon)$ colors needs $Ω(\varepsilon n^{\varepsilon})$ recolorings; - a coloring strategy that uses $O(\log n)$ colors at the cost of $O(\log n)$ recolorings, and another strategy that uses $O(1/\varepsilon)$ colors at the cost of $O(n^{\varepsilon}/\varepsilon)$ recolorings; - stronger upper and lower bounds for special cases. We also consider the kinetic setting where the intervals move continuously (but there are no insertions or deletions); here we show how to maintain a coloring with only four colors at the cost of three recolorings per event and show this is tight.

cs.CG↗

Routing on the Visibility Graph

We consider the problem of routing on a network in the presence of line segment constraints (i.e., obstacles that edges in our network are not allowed to cross). Let $P$ be a set of $n$ points in the plane and let $S$ be a set of non-crossing line segments whose endpoints are in $P$. We present two deterministic 1-local $O(1)$-memory routing algorithms that are guaranteed to find a path of at most linear size between any pair of vertices of the \emph{visibility graph} of $P$ with respect to a set of constraints $S$ (i.e., the algorithms never look beyond the direct neighbours of the current location and store only a constant amount of additional information). Contrary to {\em all} existing deterministic local routing algorithms, our routing algorithms do not route on a plane subgraph of the visibility graph. Additionally, we provide lower bounds on the routing ratio of any deterministic local routing algorithm on the visibility graph.

cs.CG↗

Improved Time-Space Trade-offs for Computing Voronoi Diagrams

Let $P$ be a planar set of $n$ sites in general position. For $k\in\{1,\dots,n-1\}$, the Voronoi diagram of order $k$ for $P$ is obtained by subdividing the plane into cells such that points in the same cell have the same set of nearest $k$ neighbors in $P$. The (nearest site) Voronoi diagram (NVD) and the farthest site Voronoi diagram (FVD) are the particular cases of $k=1$ and $k=n-1$, respectively. For any given $K\in\{1,\dots,n-1\}$, the family of all higher-order Voronoi diagrams of order $k=1,\dots,K$ for $P$ can be computed in total time $O(nK^2+ n\log n)$ using $O(K^2(n-K))$ space [Aggarwal et al., DCG'89; Lee, TC'82]. Moreover, NVD and FVD for $P$ can be computed in $O(n\log n)$ time using $O(n)$ space [Preparata, Shamos, Springer'85]. For $s\in\{1,\dots,n\}$, an $s$-workspace algorithm has random access to a read-only array with the sites of $P$ in arbitrary order. Additionally, the algorithm may use $O(s)$ words, of $Θ(\log n)$ bits each, for reading and writing intermediate data. The output can be written only once and cannot be accessed or modified afterwards. We describe a deterministic $s$-workspace algorithm for computing NVD and FVD for $P$ that runs in $O((n^2/s)\log s)$ time. Moreover, we generalize our $s$-workspace algorithm so that for any given $K\in O(\sqrt{s})$, we compute the family of all higher-order Voronoi diagrams of order $k=1,\dots,K$ for $P$ in total expected time $O (\frac{n^2 K^5}{s}(\log s+K2^{O(\log^* K)}))$ or in total deterministic time $O(\frac{n^2 K^5}{s}(\log s+K\log K))$. Previously, for Voronoi diagrams, the only known $s$-workspace algorithm runs in expected time $O\bigl((n^2/s)\log s+n\log s\log^* s)$ [Korman et al., WADS'15] and only works for NVD (i.e., $k=1$). Unlike the previous algorithm, our new method is very simple and does not rely on advanced data structures or random sampling techniques.

cs.CG↗

Routing in Polygonal Domains

We consider the problem of routing a data packet through the visibility graph of a polygonal domain $P$ with $n$ vertices and $h$ holes. We may preprocess $P$ to obtain a label and a routing table for each vertex of $P$. Then, we must be able to route a data packet between any two vertices $p$ and $q$ of $P$, where each step must use only the label of the target node $q$ and the routing table of the current node. For any fixed $\varepsilon > 0$, we present a routing scheme that always achieves a routing path whose length exceeds the shortest path by a factor of at most $1 + \varepsilon$. The labels have $O(\log n)$ bits, and the routing tables are of size $O((\varepsilon^{-1}+h)\log n)$. The preprocessing time is $O(n^2\log n)$. It can be improved to $O(n^2)$ for simple polygons.

cs.CG↗