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Maarten Löffler

Publications and source records attributed to Maarten Löffler.

At least 19 recordsLinked to original sources

Perfect Rectangular Tilings with Two Colors

We study a finite tiling problem, where tiles are unit squares whose four edges are colored with one of two colors. We ask whether a given rectangle admits a perfect rectangular tiling: every cell of the rectangle is occupied by one tile, neighboring edge colors match, and exactly $n_i$ tiles of type $i$ are used, where rotations of the tiles are allowed. Our problem is related to classical Wang tilings, more general finite tile-placement problems, and edge placement puzzles. But in our problem, the multiplicities of the tile types are part of the input and the tile alphabet is fixed and extremely small; thus the complexity of the problem arises from the interaction between the rectangle dimensions and the prescribed tile multiplicities. We provide a comprehensive study of the perfect rectangular tiling problem. For this we consider all classes of subsets of the six possible tile types for two-colored edges, and we characterize for each class whether multiplicities either always allow a perfect rectangular tiling or whether their existence can be decided efficiently.

cs.CG

One-Sided Local Crossing Minimization

Drawing graphs with the minimum number of crossings is a classical problem that has been studied extensively. Many restricted versions of the problem have been considered. For example, bipartite graphs can be drawn such that the two sets in the bipartition of the vertex set are mapped to two parallel lines, and the edges are drawn as straight-line segments. In this setting, the number of crossings depends only on the ordering of the vertices on the two lines. Two natural variants of the problem have been studied. In the one-sided case, the order of the vertices on one of the two lines is given and fixed; in the two-sided case, no order is given. Both cases are important yet NP-hard subproblems in the so-called Sugiyama framework for drawing layered graphs with few crossings. For the one-sided case, Eades and Wormald [Algorithmica 1994] introduced a median heuristic and showed that it has an approximation ratio of 3. In recent years, researchers have focused on a local version of crossing minimization, where the aim is to minimize the maximum number of crossings per edge instead of the total number of crossings. Kobayashi, Okada, and Wolff [SoCG 2025] investigated the complexity of local crossing minimization parameterized by the natural parameter. They conjectured that one-sided local crossing minimization is NP-hard. In this work, we confirm their conjecture by showing that the problem is NP-hard even for forests of high-degree stars. In fact, more strongly, the reduction yields a tight lower bound, which excludes the existence of subexponential-time algorithms assuming the Exponential-Time Hypothesis. In contrast, we present a quadratic-time algorithm for the special case of forests of stars of maximum degree 2. Finally, we provide a median heuristic with a carefully designed tie-breaking scheme and prove that it has an approximation ratio of 3 in the local setting.

cs.DS

Reconfiguration of Squares Using a Constant Number of Moves Each

Multi-robot motion planning is a hard problem. We investigate restricted variants of the problem where square robots are allowed to slide over an arbitrary curve to a new position only a constant number of times each. We show that the problem remains NP-hard in most cases, except when the squares have unit size and when the problem is unlabeled, i.e., the location of each square in the target configuration is left unspecified.

cs.CG

Garment numbers of bi-colored point sets in the plane

We consider colored variants of a class of geometric-combinatorial questions on $k$-gons and empty $k$-gons that have been started around 1935 by Erdős and Szekeres. In our setting we have $n$ points in general position in the plane, each one colored either red or blue. A structure on $k$ points is a geometric graph where the edges are spanned by (some of) these points and is called monochromatic if all $k$ points have the same color. Already for $k=4$ there exist interesting open problems. Most prominently, it is still open whether for any sufficiently large bichromatic set there always exists a convex empty, monochromatic quadrilateral. In order to shed more light on the underlying geometry we study the existence of five different monochromatic structures that all use exactly 4 points of a bichromatic point set. We provide several improved lower and upper bounds on the smallest $n$ such that every bichromatic set of at least $n$ points contains (some of) those monochromatic structures.

cs.CG

Preprocessing Disks for Convex Hulls, Revisited

In the preprocessing framework one is given a set of regions that one is allowed to preprocess to create some auxiliary structure such that when a realization of these regions is given, consisting of one point per region, this auxiliary structure can be used to reconstruct some desired output geometric structure more efficiently than would have been possible without preprocessing. Prior work showed that a set of $n$ unit disks of constant ply can be preprocessed in $O(n\log n)$ time such that the convex hull of any realization can be reconstructed in $O(n)$ time. (This prior work focused on triangulations and the convex hull was a byproduct.) In this work we show for the first time that we can reconstruct the convex hull in time proportional to the number of \emph{unstable} disks, which may be sublinear, and that such a running time is the best possible. Here a disk is called \emph{stable} if the combinatorial structure of the convex hull does not depend on the location of its realized point. The main tool by which we achieve our results is by using a supersequence as the auxiliary structure constructed in the preprocessing phase, that is we output a supersequence of the disks such that the convex hull of any realization is a subsequence. One advantage of using a supersequence as the auxiliary structure is that it allows us to decouple the preprocessing phase from the reconstruction phase in a stronger sense than was possible in previous work, resulting in two separate algorithmic problems which may be independent interest. Finally, in the process of obtaining our results for convex hulls, we solve the corresponding problem of creating such supersequences for intervals in one dimension, yielding corresponding results for that case.

cs.CG

Preprocessing Uncertain Data into Supersequences for Sorting and Gaps

In the preprocessing framework for dealing with uncertain data, one is given a set of regions that one is allowed to preprocess to create some auxiliary structure such that when a realization of these regions is given, consisting of one point per region, this auxiliary structure can be used to reconstruct some desired output structure more efficiently than would have been possible without preprocessing. The framework has been successfully applied to several, mostly geometric, computational problems. In this note, we propose using a supersequence of input items as the auxiliary structure, and explore its potential on the problems of sorting and computing the smallest or largest gap in a set of numbers. That is, our uncertainty regions are intervals on the real line, and in the preprocessing phase we output a supersequence of the intervals such that the sorted order / smallest gap / largest gap of any realization is a subsequence of this sequence. We argue that supersequences are simpler than specialized auxiliary structures developed in previous work. An advantage of using supersequences as the auxiliary structures is that it allows us to decouple the preprocessing phase from the reconstruction phase in a stronger sense than was possible in previous work, resulting in two separate algorithmic problems for which different solutions may be combined to obtain known and new results. We identify one key open problem which we believe is of independent interest.

cs.DS

Theoretical analysis of beaconless geocast protocols in 1D

Beaconless geocast protocols are routing protocols used to send messages in mobile ad-hoc wireless networks, in which the only information available to each node is its own location. Messages get routed in a distributed manner: each node uses local decision rules based on the message source and destination, and its own location. In this paper we analyze six different beaconless geocast protocols, focusing on two relevant 1D scenarios. The selection of protocols reflects the most relevant types of protocols proposed in the literature, including those evaluated in previous computer simulations. We present a formal and structured analysis of the maximum number of messages that a node can receive, for each protocol, in each of the two scenarios. This is a measure of the network load incurred by each protocol. Our analysis, that for some of the protocols requires an involved probabilistic analysis, confirms behaviors that had been observed only through simulations before.

cs.CG

Terrain prickliness: theoretical grounds for high complexity viewsheds

An important task in terrain analysis is computing \emph{viewsheds}. A viewshed is the union of all the parts of the terrain that are visible from a given viewpoint or set of viewpoints. The complexity of a viewshed can vary significantly depending on the terrain topography and the viewpoint position. In this work we study a new topographic attribute, the \emph{prickliness}, that measures the number of local maxima in a terrain from all possible angles of view. We show that the prickliness effectively captures the potential of 2.5D TIN terrains to have high complexity viewsheds. We present optimal and (under standard assumptions) near-optimal algorithms to compute it for 1.5D and 2.5D TIN terrains, respectively, and efficient approximate algorithms for raster DEMs. We validate the usefulness of the prickliness attribute with experiments in a large set of real terrains.

cs.CG

Drawing Reeb Graphs

Reeb graphs are simple topological descriptors with applications in many areas like topological data analysis and computational geometry. Despite their prevalence, visualization of Reeb graphs has received less attention. In this paper, we bridge an essential gap in the literature by exploring the complexity of drawing Reeb graphs. Specifically, we demonstrate that Reeb graph crossing number minimization is NP-hard, both for straight-lined and curved edges. On the other hand, we identify specific classes of Reeb graphs, namely paths and caterpillars, for which crossing-free drawings exist. We also give an optimal algorithm for drawing cycle-shaped Reeb graphs with the least number of crossings and provide initial observations on the complexities of drawing multi-cycle Reeb graphs. We hope that this work establishes the foundation for an understanding of the graph drawing challenges inherent in Reeb graph visualization and paves the way for future work in this area.

cs.CG

On Solving Simple Curved Nonograms

Nonograms are a popular type of puzzle, where an arrangement of curves in the plane (in the classic version, a rectangular grid) is given together with a series of hints, indicating which cells of the subdivision are to be colored. The colored cells yield an image. Curved nonograms use a curve arrangement rather than a grid, leading to a closer approximation of an arbitrary solution image. While there is a considerable amount of previous work on the natural question of the hardness of solving a classic nonogram, research on curved nonograms has so far focused on their creation, which is already highly non-trivial. We address this gap by providing algorithmic and hardness results for curved nonograms of varying complexity.

cs.CG

Reconfiguration of unit squares and disks: PSPACE-hardness in simple settings

We study two well-known reconfiguration problems. Given a start and a target configuration of geometric objects in a polygon, we wonder whether we can move the objects from the start configuration to the target configuration while avoiding collisions between the objects and staying within the polygon. Problems of this type have been considered since the early 80s by roboticists and computational geometers. In this paper, we study some of the simplest possible variants where the objects are unlabeled unit squares or unit disks. In unlabeled reconfiguration, the objects are identical, so that any object is allowed to end at any of the targets positions. We show that it is PSPACE-hard to decide whether there exists a reconfiguration of unit squares even in a simple polygon. Previously, it was only known to be PSPACE-hard in a polygon with holes [Solovey and Halperin, Int. J. Robotics Res. 2016]. Our proof is based on a result of independent interest, namely that reconfiguration between two satisfying assignments of a formula of Monotone-Planar-3SAT is also PSPACE-complete. The reduction from reconfiguration of Monotone-Planar-3SAT to reconfiguration of unit squares extends techniques recently developed to show NP-hardness of packing unit squares in a simple polygon [Abrahamsen and Stade, FOCS 2024]. We also show PSPACE-hardness of reconfiguration of unit disks in a polygon with holes. Previously, it was only known that reconfiguration of disks of two different sizes was PSPACE-hard [Brocken, van der Heijden, Kostitsyna, Lo-Wong and Surtel, FUN 2021].

cs.CG

Flip Graphs of Pseudo-Triangulations With Face Degree at Most 4

A pseudo-triangle is a simple polygon with exactly three convex vertices, and all other vertices (if any) are distributed on three concave chains. A pseudo-triangulation~$\mathcal{T}$ of a point set~$P$ in~$\mathbb{R}^2$ is a partitioning of the convex hull of~$P$ into pseudo-triangles, such that the union of the vertices of the pseudo-triangles is exactly~$P$. We call a size-4 pseudo-triangle a dart. For a fixed $k\geq 1$, we study $k$-dart pseudo-triangulations ($k$-DPTs), that is, pseudo-triangulations in which exactly $k$ faces are darts and all other faces are triangles. We study the flip graph for such pseudo-triangulations, in which a flip exchanges the diagonals of a pseudo-quadrilatral. Our results are as follows. We prove that the flip graph of $1$-DPTs is generally not connected, and show how to compute its connected components. Furthermore, for $k$-DPTs on a point configuration called the double chain we analyze the structure of the flip graph on a more fine-grained level.

cs.CG

Pushing Blocks by Sweeping Lines

We investigate the reconfiguration of $n$ blocks, or "tokens", in the square grid using "line pushes". A line push is performed from one of the four cardinal directions and pushes all tokens that are maximum in that direction to the opposite direction. Tokens that are in the way of other tokens are displaced in the same direction, as well. Similar models of manipulating objects using uniform external forces match the mechanics of existing games and puzzles, such as Mega Maze, 2048 and Labyrinth, and have also been investigated in the context of self-assembly, programmable matter and robotic motion planning. The problem of obtaining a given shape from a starting configuration is know to be NP-complete. We show that, for every $n$, there are "sparse" initial configurations of $n$ tokens (i.e., where no two tokens are in the same row or column) that can be rearranged into any $a\times b$ box such that $ab=n$. However, only $1\times k$, $2\times k$ and $3\times 3$ boxes are obtainable from any arbitrary sparse configuration with a matching number of tokens. We also study the problem of rearranging labeled tokens into a configuration of the same shape, but with permuted tokens. For every initial "compact" configuration of the tokens, we provide a complete characterization of what other configurations can be obtained by means of line pushes.

math.CO

Removing Popular Faces in Curve Arrangements

A face in a curve arrangement is called popular if it is bounded by the same curve multiple times. Motivated by the automatic generation of curved nonogram puzzles, we investigate possibilities to eliminate the popular faces in an arrangement by inserting a single additional curve. This turns out to be NP-hard; however, it becomes tractable when the number of popular faces is small: We present a probabilistic FPT-approach in the number of popular faces.

cs.CG

Adjacency Graphs of Polyhedral Surfaces

We study whether a given graph can be realized as an adjacency graph of the polygonal cells of a polyhedral surface in $\mathbb{R}^3$. We show that every graph is realizable as a polyhedral surface with arbitrary polygonal cells, and that this is not true if we require the cells to be convex. In particular, if the given graph contains $K_5$, $K_{5,81}$, or any nonplanar $3$-tree as a subgraph, no such realization exists. On the other hand, all planar graphs, $K_{4,4}$, and $K_{3,5}$ can be realized with convex cells. The same holds for any subdivision of any graph where each edge is subdivided at least once, and, by a result from McMullen et al. (1983), for any hypercube. Our results have implications on the maximum density of graphs describing polyhedral surfaces with convex cells: The realizability of hypercubes shows that the maximum number of edges over all realizable $n$-vertex graphs is in $Ω(n \log n)$. From the non-realizability of $K_{5,81}$, we obtain that any realizable $n$-vertex graph has $O(n^{9/5})$ edges. As such, these graphs can be considerably denser than planar graphs, but not arbitrarily dense.

cs.CG

Shortest Paths in Portalgons

Any surface that is intrinsically polyhedral can be represented by a collection of simple polygons (fragments), glued along pairs of equally long oriented edges, where each fragment is endowed with the geodesic metric arising from its Euclidean metric. We refer to such a representation as a portalgon, and we call two portalgons equivalent if the surfaces they represent are isometric. We analyze the complexity of shortest paths in portalgons. We call a fragment happy if any shortest path on the portalgon visits it at most a constant number of times. A portalgon is happy if all of its fragments are happy. We present an efficient algorithm to compute shortest paths on happy portalgons. The number of times that a shortest path visits a fragment is unbounded in general. We contrast this by showing that the intrinsic Delaunay triangulation of any polyhedral surface corresponds to a happy portalgon. Since computing the intrinsic Delaunay triangulation may be inefficient, we provide an efficient algorithm to compute happy portalgons for a restricted class of portalgons.

cs.CG

Blocking Delaunay Triangulations from the Exterior

Given two distinct point sets $P$ and $Q$ in the plane, we say that $Q$ \emph{blocks} $P$ if no two points of $P$ are adjacent in any Delaunay triangulation of $P\cup Q$. Aichholzer et al. (2013) showed that any set $P$ of $n$ points in general position can be blocked by $\frac{3}{2}n$ points and that every set $P$ of $n$ points in convex position can be blocked by $\frac{5}{4}n$ points. Moreover, they conjectured that, if $P$ is in convex position, $n$ blocking points are sufficient and necessary. The necessity was recently shown by Biniaz (2021) who proved that every point set in general position requires $n$ blocking points. Here we investigate the variant, where blocking points can only lie outside of the convex hull of the given point set. We show that $\frac{5}{4}n-O(1)$ such \emph{exterior-blocking} points are sometimes necessary, even if the given point set is in convex position. As a consequence we obtain that, if the conjecture of Aichholzer et al. for the original setting was true, then minimal blocking sets of some point configurations $P$ would have to contain points inside of the convex hull of $P$.

cs.CG

Morphing Planar Graph Drawings Through 3D

In this paper, we investigate crossing-free 3D morphs between planar straight-line drawings. We show that, for any two (not necessarily topologically equivalent) planar straight-line drawings of an $n$-vertex planar graph, there exists a piecewise-linear crossing-free 3D morph with $O(n^2)$ steps that transforms one drawing into the other. We also give some evidence why it is difficult to obtain a linear lower bound (which exists in 2D) for the number of steps of a crossing-free 3D morph.

cs.CG