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Ivor van der Hoog

Publications and source records attributed to Ivor van der Hoog.

At least 19 recordsLinked to original sources

Tight Fréchet bounds for $λ$-low density curves

The Fréchet distance is a well-studied similarity measure between curves. We computing the Fréchet distance between $λ$-low-density curves, the most general of realistic curve assumptions, where every ball of radius $r$ intersects at most $λ$ edges of length at least $r$. Previous algorithms either assumed constant $λ$ or had no tight dependence on $λ$. For two $n$-vertex $λ$-low-density curves in $\mathbb{R}^d$, we give a $(1+\varepsilon)$-approximation algorithm for the continuous and discrete Fréchet distance running in $ \tilde{O}\!\left(\frac{λ^{2/d}n^{2-2/d}}{\varepsilon^2}\right) $ time. Our key insight is a tight property of simplifying $λ$-low density curves: the simplification of any $n$-vertex $λ$-low-density curve is $O(λ^{1/d}n^{1-1/d})$-low-density. We show this is tight, and this provides the structural property under simplification that was previously known for $c$-packed curves. We provide matching lower bounds for $n$ and $λ$: assuming the Orthogonal Vectors Hypothesis, for every $δ>0$, we rule out algorithms with running time $O\!\left( \left( \frac{λ^{2/d}n^{2-2/d}} {\varepsilon^{2-4/d}} \right)^{1-δ} \right). $ We extend our techniques to the map matching problem, where we also give tight bounds.

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Tight Adaptive Bounds for Convex Hulls

Adaptive sorting algorithms exploit existing order in the input to obtain better-than-worst-case running times. A classical example is sorting by runs: if the input can be partitioned into increasing runs of sizes $s_1, \ldots, s_k$ then the \emph{run-length entropy} is $O(\sum_i s_i \log \frac{n}{s_i})$ and there exist many Merge-sort algorithms which run in this time. One can show optimality of such algorithms, by showing that for a fixed sequence of run sizes $s_1, \ldots, s_k$ the worst-case running time of any algorithm lies in $Ω(\sum_i s_i \log \frac{n}{s_i})$. Recently, Eppstein, Goodrich, Illickan, and To introduced algorithms for Pareto fronts, planar convex hulls, and related problems whose running times improve when the input order contains few sorted runs. They analyze the running time algorithm by defining a \emph{Range Partition Entropy} which is a function that depends both the order of the input and the geometric input points. They ask whether matching adaptive lower bounds analogous to those used for run-length entropy can be shown. We provide matching adaptive lower bounds for constructing a convex hull or a Pareto front.

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A dynamic $(1+\varepsilon)$-spanner for disk intersection graphs

We maintain a $(1+\varepsilon)$-spanner over the disk intersection graph of a dynamic set of disks. We restrict all disks to have their diameter in $[4,Ψ]$ for some fixed and known $Ψ$. The resulting $(1+\varepsilon)$-spanner has size $O(n \varepsilon^{-2} \log Ψ\log (\varepsilon^{-1}))$, where $n$ is the present number of disks. We develop a novel use of persistent data structures to dynamically maintain our $(1+\varepsilon)$-spanner. Our approach requires $O(\varepsilon^{-2} n \log^4 n \log Ψ)$ space and has an $O( \left( \fracΨ{\varepsilon} \right)^2 \log^4 n \log^2 Ψ\log^2 (\varepsilon^{-1}))$ expected amortised update time. For constant $\varepsilon$ and $Ψ$, this spanner has near-linear size, uses near-linear space and has polylogarithmic update time. Furthermore, we observe that for any $\varepsilon < 1$, our spanner also serves as a connectivity data structure. With a slight adaptation of our techniques, this leads to better bounds for dynamically supporting connectivity queries in a disk intersection graph. In particular, we improve the space usage when compared to the dynamic data structure of (Baumann et al., DCG'24), replacing the linear dependency on $Ψ$ by a polylogarithmic dependency. Finally, we generalise our results to $d$-dimensional hypercubes.

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The Contiguous Art Gallery Problem is in Θ(n log n)

Recently, a natural variant of the Art Gallery problem, known as the \emph{Contiguous Art Gallery problem} was proposed. Given a simple polygon $P$, the goal is to partition its boundary $\partial P$ into the smallest number of contiguous segments such that each segment is completely visible from some point in $P$. Unlike the classical Art Gallery problem, which is NP-hard, this variant is polynomial-time solvable. At SoCG~2025, three independent works presented algorithms for this problem, each achieving a running time of $O(k n^5 \log n)$ (or $O(n^6\log n)$), where $k$ is the size of an optimal solution. Interestingly, these results were obtained using entirely different approaches, yet all led to roughly the same asymptotic complexity, suggesting that such a running time might be inherent to the problem. We show that this is not the case. In the real RAM-model, the prevalent model in computational geometry, we present an $O(n \log n)$-time algorithm, achieving an $O(k n^4)$ factor speed-up over the previous state-of-the-art. We also give a straightforward sorting-based lower bound by reducing from the set intersection problem. We thus show that the Contiguous Art Gallery problem is in $Θ(n \log n)$.

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Near-Optimal Working-Set Heaps and Dijkstra on Pointer Machines

A heap is a dynamic data structure that stores a set of labeled values under the following operations: pop returns the minimum value of the heap, Push($x_i$) pushes a new value $x_i$ onto the heap, and DecreaseKey($i$, $v$) decreases the value $x_i$ to $v$. A working-set heap is a heap that supports the $x_i \gets$ pop$()$ operation in $O(\log Γ(x_i) )$ time where $Γ(x_i)$ is the size of the \emph{working set}: the number of elements that were pushed onto the heap while $x_i$ was in the heap. The goal of working set heap design is to maintain the working set property while minimizing the overhead of the Push and DecreaseKey operations. On a word RAM, there exist working set heaps that support Push and DecreaseKey in amortized constant time. In this paper, we show via a simple construction that pointer machines, one of the most general and least-assuming computational models, support working set heaps that support Push in amortized constant time and DecreaseKey in inverse-Ackermann time. A by-product of this analysis is that Dijkstra's shortest path algorithm can be near-universally optimal on a pointer machine -- incurring only an additive $O(m \, α(m))$ overhead compared to the optimal running time for distance ordering, where $m$ denotes the number of edges in the graph.

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Instance and Universally Optimal Bounds for Imprecise Pareto Fronts

In the imprecise geometry model, the input is an imprecise point set, which is a family of regions $F = (R_1, \ldots,R_n)$, where for each $R_i$ one may retrieve the true point $p_i \in R_i$. By preprocessing $F$, we can construct the output, in our case the Pareto front, on $P$ faster. We efficiently construct the Pareto front of an imprecise point set in the plane. Efficiency is interpreted in two ways: minimizing (i) the number of retrievals, and (ii) the computation time used to determine the set of regions that must be retrieved and to construct the Pareto front. We present an algorithm to construct the Pareto front for possibly overlapping rectangles that is \emph{instance-optimal} with respect to the number of retrievals, meaning that for every fixed input $(F, P)$, there is no algorithm that retrieves asymptotically fewer regions to compute the output. This is a strong algorithmic quality, as it means that our algorithm is competitive even to clairvoyant algorithms which know a correct guess of the output and only have to verify its correctness. In terms of algorithmic running time, instance-optimality is provably unobtainable. We instead present an algorithm which is within a $\log n$-factor of instance-optimality. This generalizes earlier results to overlapping input regions, at only a minor cost in running time. For unit squares, we present an algorithm that is not only instance-optimal in the number of retrievals, but also \emph{universally} optimal in terms of running time, meaning that for any fixed set of regions $F$, no algorithm has a better worst-case running time for all possible point sets $P$. This is the first universally optimal algorithm for overlapping planar input. Compared to previous work, this result improves the degree of overlap, the preprocessing time, the number of retrievals, and the running time.

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Engineering Fully Dynamic Convex Hulls

We present a new fully dynamic algorithm for maintaining convex hulls under insertions and deletions while supporting geometric queries. Our approach combines the logarithmic method with a deletion-only convex hull data structure, achieving amortised update times of $O(\log n \log \log n)$ and query times of $O(\log^2 n)$. We provide a robust and non-trivial implementation that supports point-location queries, a challenging and non-decomposable class of convex hull queries. We evaluate our implementation against the state of the art, including a new naive baseline that rebuilds the convex hull whenever an update affects it. On hulls that include polynomially many data points (e.g. $Θ(n^\varepsilon)$ for some $\varepsilon$), such as the ones that often occur in practice, our method outperforms all other techniques. Update-heavy workloads strongly favour our approach, which is in line with our theoretical guarantees. Yet, our method remains competitive all the way down to when the update to query ratio is $1$ to $10$. Experiments on real-world data sets furthermore reveal that existing fully dynamic techniques suffer from significant robustness issues. In contrast, our implementation remains stable across all tested inputs.

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Simpler Universally Optimal Dijkstra

Let G be a weighted (directed) graph with n vertices and m edges. Given a source vertex s, Dijkstra's algorithm computes the shortest path lengths from s to all other vertices in O(m + n log n) time. This bound is known to be worst-case optimal via a reduction to sorting. Theoretical computer science has developed numerous fine-grained frameworks for analyzing algorithmic performance beyond standard worst-case analysis, such as instance optimality and output sensitivity. Haeupler et al. [FOCS '24] consider the notion of universal optimality, a refined complexity measure that accounts for both the graph topology and the edge weights. For a fixed graph topology, the universal running time of a weighted graph algorithm is defined as its worst-case running time over all possible edge weightings of G. An algorithm is universally optimal if no other algorithm achieves a better asymptotic universal running time on any particular graph topology. They show that Dijkstra's algorithm can be made universally optimal by replacing the heap with a custom data structure. We revisit their result. We introduce a simple heap property called timestamp optimality, where the cost of popping an element x is logarithmic in the number of elements inserted between pushing and popping x. We show that timestamp optimal heaps are not only easier to define but also easier to implement. Using these timestamps, we provide a significantly simpler proof that Dijkstra's algorithm, with the right kind of heap, is universally optimal.

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The Presort Hierarchy for Geometric Problems

Many fundamental problems in computational geometry admit no algorithm running in $o(n \log n)$ time for $n$ planar input points, via classical reductions from sorting. Prominent examples include the computation of convex hulls, quadtrees, onion layer decompositions, Euclidean minimum spanning trees, KD-trees, Voronoi diagrams, and decremental closest-pair. A classical result shows that, given $n$ points sorted along a single direction, the convex hull can be constructed in linear time. Subsequent works established that for all of the other above problems, this information does not suffice. In 1989, Aggarwal, Guibas, Saxe, and Shor asked: Under which conditions can a Voronoi diagram be computed in $o(n \log n)$ time? Since then, the question of whether sorting along TWO directions enables a $o(n \log n)$-time algorithm for such problems has remained open and has been repeatedly mentioned in the literature. In this paper, we introduce the Presort Hierarchy: A problem is 1-Presortable if, given a sorting along one axis, it permits a (possibly randomised) $o(n \log n)$-time algorithm. It is 2-Presortable if sortings along both axes suffice. It is Presort-Hard otherwise. Our main result is that quadtrees, and by extension Delaunay triangulations, Voronoi diagrams, and Euclidean minimum spanning trees, are 2-Presortable: we present an algorithm with expected running time $O(n \sqrt{\log n})$. This addresses the longstanding open problem posed by Aggarwal, Guibas, Saxe, and Shor (albeit randomised). We complement this result by showing that some of the other above geometric problems are also 2-Presortable or Presort-Hard.

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Simpler Optimal Sorting from a Directed Acyclic Graph

Fredman proposed in 1976 the following algorithmic problem: Given are a ground set $X$, some partial order $P$ over $X$, and some comparison oracle $O_L$ that specifies a linear order $L$ over $X$ that extends $P$. A query to $O_L$ has as input distinct $x, x' \in X$ and outputs whether $x <_L x'$ or vice versa. If we denote by $e(P)$ the number of linear extensions of $P$, then $\log e(P)$ is a worst-case lower bound on the number of queries needed to output the sorted order of $X$. Fredman did not specify in what form the partial order is given. Haeupler, Hladík, Iacono, Rozhon, Tarjan, and Tětek ('24) propose to assume as input a directed acyclic graph, $G$, with $m$ edges and $n=|X|$ vertices. Denote by $P_G$ the partial order induced by $G$. Algorithmic performance is measured in running time and the number of queries used, where they use $Θ(m + n + \log e(P_G))$ time and $Θ(\log e(P_G))$ queries to output $X$ in its sorted order. Their algorithm is worst-case optimal in terms of running time and queries, both. Their algorithm combines topological sorting with heapsort. Their analysis relies upon sophisticated counting arguments using entropy, recursively defined sets defined over the run of their algorithm, and vertices in the graph that they identify as bottlenecks for sorting. In this paper, we do away with sophistication. We show that when the input is a directed acyclic graph then the problem admits a simple solution using $Θ(m + n + \log e(P_G))$ time and $Θ(\log e(P_G))$ queries. Especially our proofs are much simpler as we avoid the usage of advanced charging arguments and data structures, and instead rely upon two brief observations.

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Computing the Fréchet Distance When Just One Curve is $c$-Packed: A Simple Almost-Tight Algorithm

We study approximating the continuous Fréchet distance of two curves with complexity $n$ and $m$, under the assumption that only one of the two curves is $c$-packed. Driemel, Har{-}Peled and Wenk DCG'12 studied Fréchet distance approximations under the assumption that both curves are $c$-packed. In $\mathbb{R}^d$, they prove a $(1+\varepsilon)$-approximation in $\tilde{O}(d \, c\,\frac{n+m}{\varepsilon})$ time. Bringmann and Künnemann IJCGA'17 improved this to $\tilde{O}(c\,\frac{n + m }{\sqrt{\varepsilon}})$ time, which they showed is near-tight under SETH. Recently, Gudmundsson, Mai, and Wong ISAAC'24 studied our setting where only one of the curves is $c$-packed. They provide an involved $\tilde{O}( d \cdot (c+\varepsilon^{-1})(cn\varepsilon^{-2} + c^2m\varepsilon^{-7} + \varepsilon^{-2d-1}))$-time algorithm when the $c$-packed curve has $n$ vertices and the arbitrary curve has $m$, where $d$ is the dimension in Euclidean space. In this paper, we show a simple technique to compute a $(1+\varepsilon)$-approximation in $\mathbb{R}^d$ in time $O(d \cdot c\,\frac{n+m}{\varepsilon}\log\frac{n+m}{\varepsilon})$ when one of the curves is $c$-packed. Our approach is not only simpler than previous work, but also significantly improves the dependencies on $c$, $\varepsilon$, and $d$. Moreover, it almost matches the asymptotically tight bound for when both curves are $c$-packed. Our algorithm is robust in the sense that it does not require knowledge of $c$, nor information about which of the two input curves is $c$-packed.

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On computing the (exact) Fréchet distance with a frog

The continuous Frechet distance between two polygonal curves is classically computed by exploring their free space diagram. Recently, Har-Peled, Raichel, and Robson [SoCG'25] proposed a radically different approach: instead of directly traversing the continuous free space, they approximate the distance by computing paths in a discrete graph derived from the discrete free space, recursively bisecting edges until the discrete distance converges to the continuous Frechet distance. They implement this so-called frog-based technique and report substantial practical speedups over the state of the art. We revisit the frog-based approach and address three of its limitations. First, the method does not compute the Frechet distance exactly. Second, the recursive bisection procedure only introduces the monotonicity events required to realise the Frechet distance asymptotically, that is, only in the limit. Third, the applied simplification technique is heuristic. Motivated by theoretical considerations, we develop new techniques that guarantee exactness, polynomial-time convergence, and near-optimal lossless simplifications. We provide an open-source C++ implementation of our variant. Our primary contribution is an extensive empirical evaluation. As expected, exact computation introduces overhead and increases the median running time. Yet, our method is often faster in the worst case, the slowest ten percent of instances, or even on average due to its convergence guarantees. More surprisingly, in our experiments, the implementation of Bringmann, Kuennemann, and Nusser [SoCG'19] consistently outperforms all frog-based approaches in practice. This appears to contrast published claims of the efficiency of the frog-based techniques. These results thereby provide nuanced perspective on frogs: highlighting both the theoretical appeal, but also the practical limitations.

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Instance-Optimal Imprecise Convex Hull

Imprecise measurements of a point set P = (p1, ..., pn) can be modelled by a family of regions F = (R1, ..., Rn), where each imprecise region Ri contains a unique point pi. A retrieval models an accurate measurement by replacing an imprecise region Ri with its corresponding point pi. We construct the convex hull of an imprecise point set in the plane, where regions in F may be retrieved at unit cost. The goal is to determine the cyclic ordering of the convex hull vertices of P as efficiently as possible. Here, efficiency is interpreted in two ways: (i) minimising the number of retrievals, and (ii) computing each retrieval location quickly. Prior works focused on only one of these two aspects: either minimising retrievals or optimising algorithmic runtime. Our contribution is the first to simultaneously achieve both. Let r(F, P) denote the minimal number of retrievals required by any algorithm to determine the convex hull of P for a given instance (F, P). For a family F of n constant-complexity polygons, our main result is a reconstruction algorithm that performs O(r(F, P)) retrievals in O(r(F, P) log^3 n) time. Compared to previous approaches that achieve optimal retrieval counts, we improve the runtime per retrieval by a exponential factor, from polynomial to polylogarithmic. Compared to near-linear time algorithms, we significantly reduce the number of retrievals used, and broaden the input families to include overlapping regions. We further extend our results to simple k-gons and to pairwise disjoint disks with radii in [1,k], where our runtime scales linearly with k.

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Simpler is Faster: Practical Distance Reporting by Sorting Along a Space-Filling Curve

Range reporting is a classical problem in computational geometry. A (rectangular) reporting data structure stores a point set $P$, such that, given a (rectangular) query region $Δ$, it returns all points in $P \cap Δ$. A variety of data structures support such queries with differing asymptotic guarantees such as k-d trees, range trees, R-trees, and quadtrees. A common variant of range queries are distance reporting queries, where the input is a query point $q$ and a radius $δ$, and the goal is to report all points in $P$ within distance $δ$ of $q$. Such queries frequently arise as subroutines in geometric data structures. Practical implementations typically answer distance queries through rectangular range queries using the data structures listed before. This paper revisits a simple and practical heuristic for distance reporting, originally proposed in TCS'97: sort the input point set~$P$ along a space-filling curve. Queries then reduce to scanning at most four contiguous ranges along the sorted curve. The fact that sorting along a space-filling curve is beneficial for range reporting is well-known. Many implementations use this technique to speed up their query and construction times. The point that this paper makes is subtle, but interesting: we argue that often, it is the space-filling curve rather than the overall data structure that provides the performance benefits. Thus, we offer a simple but effective alternative: only sort $P$ along a space-filling curve instead. We compare this approach to eight range searching implementations, across an elaborate test suite of real-world and synthetic data. Our experiments confirm this simple 200-line code approach out-performs all high-end implementations in terms of space usage and construction time. It presents almost always the best query times. In a dynamic setting, our approach dominates in performance.

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Tight Better-Than-Worst-Case Bounds for Element Distinctness and Set Intersection

The element distinctness problem takes as input a list $I$ of $n$ values from a totally ordered universe and the goal is to decide whether $I$ contains any duplicates. It is a well-studied problem with a classical worst-case $Ω(n \log n)$ comparison-based lower bound by Fredman. At first glance, this lower bound appears to rule out any algorithm more efficient than the naive approach of sorting $I$ and comparing adjacent elements. However, upon closer inspection, the $Ω(n \log n)$ bound does not apply if the input has many duplicates. We therefore ask: Are there comparison-based lower bounds for element distinctness that are sensitive to the amount of duplicates in the input? To address this question, we derive instance-specific lower bounds. For any input instance $I$, we represent the combinatorial structure of the duplicates in $I$ by an undirected graph $G(I)$ that connects identical elements. Each such graph $G$ is a union of cliques, and we study algorithms by their worst-case running time over all inputs $I'$ with $G(I') \cong G$. We establish an adversarial lower bound showing that, for any deterministic algorithm $\mathcal{A}$, there exists a graph $G$ and an algorithm $\mathcal{A}'$ that, for all inputs $I$ with $G(I) \cong G$, is a factor $O(\log \log n)$ faster than $\mathcal{A}$. Consequently, no deterministic algorithm can be $o(\log \log n)$-competitive for all graphs $G$. We complement this with an $O(\log \log n)$-competitive deterministic algorithm, thereby obtaining tight bounds for element distinctness that go beyond classical worst-case analysis. We subsequently study the related problem of set intersection. We show that no deterministic set intersection algorithm can be $o(\log n)$-competitive, and provide an $O(\log n)$-competitive deterministic algorithm. This shows a separation between element distinctness and the set intersection problem.

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Practical Insertion-Only Convex Hull

Convex hull data structures are fundamental in computational geometry. We study insertion-only data structures, supporting various containment and intersection queries. When $P$ is sorted by $x$- or $y$-coordinate, convex hulls can be constructed in linear time using classical algorithms such as Graham scan. We investigate a variety of methods tailored to the insertion-only setting. We explore a broad selection of trade-offs involving robustness, memory access patterns, and space usage, providing an extensive evaluation of both existing and novel techniques. Logarithmic-time methods rely on pointer-based tree structures, which suffer in practice due to poor memory locality. Motivated by this, we develop a vector-based solution inspired by Overmars' logarithmic method. Our structure has worse asymptotic bounds, supporting queries in $O(\log^2 n)$ time, but stores data in $O(\log n)$ contiguous vectors, greatly improving cache performance. Through empirical evaluation on real-world and synthetic data sets, we uncover surprising trends. Let $h$ denote the size of the convex hull. We show that a naïve $O(h)$ insertion-only algorithm based on Graham scan consistently outperforms both theoretical and practical state-of-the-art methods under realistic workloads, even on data sets with rather large convex hulls. While tree-based methods with $O(\log h)$ update times offer solid theoretical guarantees, they are never optimal in practice. In contrast, our vector-based logarithmic method, despite its theoretically inferior bounds, is highly competitive across all tested scenarios. It is optimal whenever the convex hull becomes large.

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Simpler and Faster Contiguous Art Gallery

The contiguous art gallery problem was introduced at SoCG'25 in a merged paper that combined three simultaneous results, each achieving a polynomial-time algorithm for the problem. This problem is a variant of the classical art gallery problem, first introduced by Klee in 1973. In the contiguous art gallery problem, we are given a polygon P and asked to determine the minimum number of guards needed, where each guard is assigned a contiguous portion of the boundary of P that it can see, such that all assigned portions together cover the boundary of P. The classical art gallery problem is NP-hard and ER-complete, and the three independent works investigated whether this variant admits a polynomial-time solution. Each of these works indeed presented such a solution, with the fastest running in O(k n^5 log n) time, where n denotes the number of vertices of P and k is the size of a minimum guard set covering the boundary of P. We present a solution that is both considerably simpler and significantly faster, yielding a concise and almost entirely self-contained O(k n^2 log^2 n)-time algorithm.

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Fréchet Distance in Unweighted Planar Graphs

The Fréchet distance is a distance measure between trajectories in $\Bbb{R}^d$ or walks in a graph $G$. Given constant-time shortest path queries, the Discrete Fréchet distance $D_G(P, Q)$ between two walks $P$ and $Q$ can be computed in $O(|P| \cdot |Q|)$ time using a dynamic program. Driemel, van der Hoog, and Rotenberg [SoCG'22] show that for weighted planar graphs this approach is likely tight, as there can be no strongly-subquadratic algorithm to compute a $1.01$-approximation of $D_G(P, Q)$ unless the Orthogonal Vector Hypothesis (OVH) fails. Such quadratic-time conditional lower bounds are common to many Fréchet distance variants. However, they can be circumvented by assuming that the input comes from some well-behaved class: There exist $(1+\varepsilon)$-approximations, both in weighted graphs and in $\Bbb{R}^d$, that take near-linear time for $c$-packed or $κ$-straight walks in the graph. In $\Bbb{R}^d$ there also exists a near-linear time algorithm to compute the Fréchet distance whenever all input edges are long compared to the distance. We consider computing the Fréchet distance in unweighted planar graphs. We show that there exist no strongly-subquadratic $1.25$-approximations of the discrete Fréchet distance between two disjoint simple paths in an unweighted planar graph in strongly subquadratic time, unless OVH fails. This improves the previous lower bound, both in terms of generality and approximation factor. We subsequently show that adding graph structure circumvents this lower bound: If the graph is a regular tiling with unit-weighted edges, then there exists an $\tilde{O}((|P| + |Q|)^{1.5})$-time algorithm to compute $D_G(P, Q)$. Our result has natural implications in the plane, as it allows us to define a new class of well-behaved curves that facilitate $(1+\varepsilon)$-approximations of their discrete Fréchet distance in subquadratic time.

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