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Guilherme D. da Fonseca

Publications and source records attributed to Guilherme D. da Fonseca.

At least 19 recordsLinked to original sources

A Bicriteria Approximation Scheme for the Minimum Well-Separated Pair Decomposition

A well-separated pair decomposition (WSPD) of a set $P$ of $n$ points covers all $\binom{n}{2}$ pairs of points by a family of dumbbells $\{X,Y\}$, each covering the pairs of $X\times Y$, such that the diameters of $X$ and $Y$ are at most an $\varepsilon$-fraction of their distance. In $\mathbb{R}^d$, WSPDs with $O(n/\varepsilon^d)$ dumbbells always exist, but many inputs admit much smaller ones. However, computing a WSPD of minimum size is NP-hard in the plane. For $d\ge2$, the only known approximation that preserves the separation has a factor of $2^{O(d)}$, and Buchin et al. (ESA 2026) asked whether a $(1+δ)$-approximation exists. We give a bicriteria approximation scheme: for fixed $d$ and $δ\in(0,1]$, we compute in $f(d,δ)\cdot n^{6}$ time a $(1+δ)\varepsilon$-WSPD whose size is at most $(1+δ)$ times the minimum size of an $\varepsilon$-WSPD. The same holds in metric spaces of bounded doubling dimension. The algorithm combines shifting over scales with the local-growth technique of Nieberg, Hurink, and Kern, applied to a graph whose vertices are the pairs of points. In contrast, we show that in general metric spaces, relaxing the separation by a factor below $2$ keeps the problem hard: for every fixed rational $\varepsilon\le1/4$, it is NP-hard to compute such a relaxed WSPD whose size is within a factor $n^c$ of the minimum, for every $c<2/3$.

cs.CG↗

Shadoks Approach to Parallel Reconfiguration of Triangulations

We describe the methods used by Team Shadoks to win the CG:SHOP 2026 Challenge on parallel reconfiguration of planar triangulations. An instance is a collection of triangulations of a common point set. We must select a center triangulation and find short parallel-flip paths from each input triangulation to the center, minimizing the sum of path lengths. Our approach combines exact methods based on SAT with several greedy heuristics, and also makes use of SAT and MaxSAT for solution improvement. We present a SAT encoding for bounded-length paths and a global formulation for fixed path-length vectors. We discuss how these components interact in practice and summarize the performance of our solvers on the benchmark instances.

cs.CG↗

Shadoks Approach to Knapsack Polygonal Packing

The 2024 edition of the CG:SHOP Challenge focused on the knapsack polygonal packing problem. Each instance consists of a convex polygon known as the container and a multiset of items, where each item is a simple polygon with an associated integer value. A feasible packing solution places a selection of the items inside the container without overlapping and using only translations. The goal is to achieve a packing that maximizes the total value of the items in the solution. Our approach to win first place is divided into two main steps. First, we generate promising initial solutions using two strategies: one based on integer linear programming and the other on employing a combination of geometric greedy heuristics. In the second step, we enhance these solutions through local search techniques, which involve repositioning items and exploring potential replacements to improve the total value of the packing.

cs.CG↗

Optimal Area-Sensitive Bounds for Polytope Approximation

Approximating convex bodies is a fundamental problem in geometry. Given a convex body $K$ in $\mathbb{R}^d$ for a fixed dimension $d$, the objective is to minimize the number of facets of an approximating polytope for a given Hausdorff error $\varepsilon$. The best known uniform bound, due to Dudley (1974), shows that $O((\text{diam}(K)/\varepsilon)^{(d-1)/2})$ facets suffice. Although this bound is optimal for fat objects, such as Euclidean balls, it is far from optimal for ``skinny'' convex bodies. Skinniness can be characterized relative to the Euclidean ball. Given a convex body $K$, define its area radius, $\text{arad}(K)$, to be the radius of the Euclidean ball having the same surface area as $K$. It follows from generalizations of the isoperimetric inequality that $\text{diam}(K) \geq 2 \cdot \text{arad}(K)$. We show that, given a convex body whose minimum width is at least $\varepsilon$, it is possible to approximate the body by a polytope having $O((\text{arad}(K)/\varepsilon)^{(d-1)/2})$ facets. Our approach works by first reducing the problem of approximating convex bodies to that of approximating convex functions. We employ a classical concept from convexity, called Macbeath regions. We demonstrate that there is a polar relationship between the Macbeath regions of a function and the Macbeath regions of its Legendre dual. This is combined with known bounds on the Mahler volume to bound the total size of the approximation.

cs.CG↗

Convex Covering Using Collections of Convex Polygons and Set Cover

In the convex covering problem, we are given a convex polygon with holes $P$ and the goal is to cover $P$ using a small number of convex polygons that lie inside $P$. In this paper, we solve the problem using the following strategy. We find a big collection of large (often maximal) convex polygons inside $P$ and then solve several set cover problems to find a small subset of the collection that covers the whole polygon. The quality of our heuristics is confirmed by winning the second place in the CG:SHOP 2023 Challenge.

cs.CG↗

Untangling Segments in the Plane

A set of n segments in the plane may form a Euclidean TSP tour, a tree, or a matching, among others. Optimal TSP tours as well as minimum spanning trees and perfect matchings have no crossing segments, but several heuristics and approximation algorithms may produce solutions with crossings. If two segments cross, then we can reduce the total length with the following flip operation. We remove a pair of crossing segments, and insert a pair of non-crossing segments, while keeping the same vertex degrees. In this paper, we consider the number of flips performed under different assumptions, using a new unifying framework that applies to tours, trees, matchings, and other types of (multi)graphs. Within this framework, we prove several new bounds that are sensitive to whether some endpoints are in convex position or not.

cs.CG↗

Further Connectivity Results on Plane Spanning Path Reconfiguration

Given a finite set $ S $ of points, we consider the following reconfiguration graph. The vertices are the plane spanning paths of $ S $ and there is an edge between two vertices if the two corresponding paths differ by two edges (one removed, one added). Since 2007, this graph is conjectured to be connected but no proof has been found. In this paper, we prove several results to support the conjecture. Mainly, we show that if all but one point of $ S $ are in convex position, then the graph is connected with diameter at most $ 2 | S | $ and that for $ | S | \geq 3 $ every connected component has at least $ 3 $ vertices.

cs.CG↗

Short Flip Sequences to Untangle Segments in the Plane

A (multi)set of segments in the plane may form a TSP tour, a matching, a tree, or any multigraph. If two segments cross, then we can reduce the total length with the following flip operation. We remove a pair of crossing segments, and insert a pair of non-crossing segments, while keeping the same vertex degrees. The goal of this paper is to devise efficient strategies to flip the segments in order to obtain crossing-free segments after a small number of flips. Linear and near-linear bounds on the number of flips were only known for segments with endpoints in convex position. We generalize these results, proving linear and near-linear bounds for cases with endpoints that are not in convex position. Our results are proved in a general setting that applies to multiple problems, using multigraphs and the distinction between removal and insertion choices when performing a flip.

cs.CG↗

Approximate Nearest Neighbor Searching with Non-Euclidean and Weighted Distances

We present a new approach to approximate nearest-neighbor queries in fixed dimension under a variety of non-Euclidean distances. We are given a set $S$ of $n$ points in $\mathbb{R}^d$, an approximation parameter $\varepsilon > 0$, and a distance function that satisfies certain smoothness and growth-rate assumptions. The objective is to preprocess $S$ into a data structure so that for any query point $q$ in $\mathbb{R}^d$, it is possible to efficiently report any point of $S$ whose distance from $q$ is within a factor of $1+\varepsilon$ of the actual closest point. Prior to this work, the most efficient data structures for approximate nearest-neighbor searching in spaces of constant dimensionality applied only to the Euclidean metric. This paper overcomes this limitation through a method called convexification. For admissible distance functions, the proposed data structures answer queries in logarithmic time using $O(n \log (1 / \varepsilon) / \varepsilon^{d/2})$ space, nearly matching the best known bounds for the Euclidean metric. These results apply to both convex scaling distance functions (including the Mahalanobis distance and weighted Minkowski metrics) and Bregman divergences (including the Kullback-Leibler divergence and the Itakura-Saito distance).

cs.CG↗

Conflict Optimization for Binary CSP Applied to Minimum Partition into Plane Subgraphs and Graph Coloring

CG:SHOP is an annual geometric optimization challenge and the 2022 edition proposed the problem of coloring a certain geometric graph defined by line segments. Surprisingly, the top three teams used the same technique, called conflict optimization. This technique has been introduced in the 2021 edition of the challenge, to solve a coordinated motion planning problem. In this paper, we present the technique in the more general framework of binary constraint satisfaction problems (binary CSP). Then, the top three teams describe their different implementations of the same underlying strategy. We evaluate the performance of those implementations to vertex color not only geometric graphs, but also other types of graphs.

cs.CG↗

On the Longest Flip Sequence to Untangle Segments in the Plane

A set of segments in the plane may form a Euclidean TSP tour or a matching, among others. Optimal TSP tours as well as minimum weight perfect matchings have no crossing segments, but several heuristics and approximation algorithms may produce solutions with crossings. To improve such solutions, we can successively apply a flip operation that replaces a pair of crossing segments by non-crossing ones. This paper considers the maximum number D(n) of flips performed on n segments. First, we present reductions relating D(n) for different sets of segments (TSP tours, monochromatic matchings, red-blue matchings, and multigraphs). Second, we show that if all except t points are in convex position, then D(n) = O(tn^2), providing a smooth transition between the convex O(n^2) bound and the general O(n^3) bound. Last, we show that if instead of counting the total number of flips, we only count the number of distinct flips, then the cubic upper bound improves to O(n^{8/3}).

cs.CG↗

Economical Convex Coverings and Applications

Coverings of convex bodies have emerged as a central component in the design of efficient solutions to approximation problems involving convex bodies. Intuitively, given a convex body $K$ and $ε> 0$, a covering is a collection of convex bodies whose union covers $K$ such that a constant factor expansion of each body lies within an $ε$ expansion of $K$. Coverings have been employed in many applications, such as approximations for diameter, width, and $ε$-kernels of point sets, approximate nearest neighbor searching, polytope approximations, and approximations to the Closest Vector Problem (CVP). It is known how to construct coverings of size $n^{O(n)} / ε^{(n-1)/2}$ for general convex bodies in $\textbf{R}^n$. In special cases, such as when the convex body is the $\ell_p$ unit ball, this bound has been improved to $2^{O(n)} / ε^{(n-1)/2}$. This raises the question of whether such a bound generally holds. In this paper we answer the question in the affirmative. We demonstrate the power and versatility of our coverings by applying them to the problem of approximating a convex body by a polytope, under the Banach-Mazur metric. Given a well-centered convex body $K$ and an approximation parameter $ε> 0$, we show that there exists a polytope $P$ consisting of $2^{O(n)} / ε^{(n-1)/2}$ vertices (facets) such that $K \subset P \subset K(1+ε)$. This bound is optimal in the worst case up to factors of $2^{O(n)}$. As an additional consequence, we obtain the fastest $(1+ε)$-approximate CVP algorithm that works in any norm, with a running time of $2^{O(n)} / ε^{(n-1)/2}$ up to polynomial factors in the input size, and we obtain the fastest $(1+ε)$-approximation algorithm for integer programming. We also present a framework for constructing coverings of optimal size for any convex body (up to factors of $2^{O(n)}$).

cs.CG↗

Complexity Results on Untangling Red-Blue Matchings

Given a matching between n red points and n blue points by line segments in the plane, we consider the problem of obtaining a crossing-free matching through flip operations that replace two crossing segments by two non-crossing ones. We first show that (i) it is NP-hard to alpha-approximate the shortest flip sequence, for any constant alpha. Second, we show that when the red points are colinear, (ii) given a matching, a flip sequence of length at most n(n-1)/2 always exists, and (iii) the number of flips in any sequence never exceeds (n(n-1)/2) (n+4)/6. Finally, we present (iv) a lower bounding flip sequence with roughly 1.5 n(n-1)/2 flips, which shows that the n(n-1)/2 flips attained in the convex case are not the maximum, and (v) a convex matching from which any flip sequence has roughly 1.5 n flips. The last four results, based on novel analyses, improve the constants of state-of-the-art bounds.

cs.CG↗

Optimal Bound on the Combinatorial Complexity of Approximating Polytopes

This paper considers the question of how to succinctly approximate a multidimensional convex body by a polytope. Given a convex body $K$ of unit diameter in Euclidean $d$-dimensional space (where $d$ is a constant) and an error parameter $\varepsilon > 0$, the objective is to determine a convex polytope of low combinatorial complexity whose Hausdorff distance from $K$ is at most $\varepsilon$. By combinatorial complexity we mean the total number of faces of all dimensions. Classical constructions by Dudley and Bronshteyn/Ivanov show that $O(1/\varepsilon^{(d-1)/2})$ facets or vertices are possible, respectively, but neither achieves both bounds simultaneously. In this paper, we show that it is possible to construct a polytope with $O(1/\varepsilon^{(d-1)/2})$ combinatorial complexity, which is optimal in the worst case. Our result is based on a new relationship between $\varepsilon$-width caps of a convex body and its polar body. Using this relationship, we are able to obtain a volume-sensitive bound on the number of approximating caps that are "essentially different." We achieve our main result by combining this with a variant of the witness-collector method and a novel variable-thickness layered construction of the economical cap covering.

cs.CG↗

Shadoks Approach to Low-Makespan Coordinated Motion Planning

This paper describes the heuristics used by the Shadoks team for the CG:SHOP 2021 challenge. This year's problem is to coordinate the motion of multiple robots in order to reach their targets without collisions and minimizing the makespan. It is a classical multi agent path finding problem with the specificity that the instances are highly dense in an unbounded grid. Using the heuristics outlined in this paper, our team won first place with the best solution to 202 out of 203 instances and optimal solutions to at least 105 of them. The main ingredients include several different strategies to compute initial solutions coupled with a heuristic called Conflict Optimizer to reduce the makespan of existing solutions.

cs.CG↗

Greedy and Local Search Heuristics to Build Area-Optimal Polygons

In this paper, we present our heuristic solutions to the problems of finding the maximum and minimum area polygons with a given set of vertices. Our solutions are based mostly on two simple algorithmic paradigms: greedy method and local search. The greedy heuristic starts with a simple polygon and adds vertices one by one, according to a weight function. A crucial ingredient to obtain good solutions is the choice of an appropriate weight function that avoids long edges. The local search part consists of moving consecutive vertices to another location in the polygonal chain. We also discuss the different implementation techniques that are necessary to reduce the running time.

cs.CG↗

Efficient Algorithms for Battleship

We consider an algorithmic problem inspired by the Battleship game. In the variant of the problem that we investigate, there is a unique ship of shape $S \subset Z^2$ which has been translated in the lattice $Z^2$. We assume that a player has already hit the ship with a first shot and the goal is to sink the ship using as few shots as possible, that is, by minimizing the number of missed shots. While the player knows the shape $S$, which position of $S$ has been hit is not known. Given a shape $S$ of $n$ lattice points, the minimum number of misses that can be achieved in the worst case by any algorithm is called the Battleship complexity of the shape $S$ and denoted $c(S)$. We prove three bounds on $c(S)$, each considering a different class of shapes. First, we have $c(S) \leq n-1$ for arbitrary shapes and the bound is tight for parallelogram-free shapes. Second, we provide an algorithm that shows that $c(S) = O(\log n)$ if $S$ is an HV-convex polyomino. Third, we provide an algorithm that shows that $c(S) = O(\log \log n)$ if $S$ is a digital convex set. This last result is obtained through a novel discrete version of the Blaschke-Lebesgue inequality relating the area and the width of any convex body.

cs.CG↗

Peeling Digital Potatoes

The potato-peeling problem (also known as convex skull) is a fundamental computational geometry problem and the fastest algorithm to date runs in $O(n^8)$ time for a polygon with $n$ vertices that may have holes. In this paper, we consider a digital version of the problem. A set $K \subset \mathbb{Z}^2$ is digital convex if $conv(K) \cap \mathbb{Z}^2 = K$, where $conv(K)$ denotes the convex hull of $K$. Given a set $S$ of $n$ lattice points, we present polynomial time algorithms to the problems of finding the largest digital convex subset $K$ of $S$ (digital potato-peeling problem) and the largest union of two digital convex subsets of $S$. The two algorithms take roughly $O(n^3)$ and $O(n^9)$ time, respectively. We also show that those algorithms provide an approximation to the continuous versions.

cs.CG↗