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Rodrigo I. Silveira

Publications and source records attributed to Rodrigo I. Silveira.

35 records · Page 2Linked to original sources

Computing optimal shortcuts for networks

We study augmenting a plane Euclidean network with a segment, called a shortcut, to minimize the largest distance between any two points along the edges of the resulting network. Problems of this type have received considerable attention recently, mostly for discrete variants of the problem. We consider a fully continuous setting, where the problem of computing distances and placing a shortcut is much harder as all points on the network, instead of only the vertices, must be taken into account. We present the first results on the computation of optimal shortcuts for general networks in this model: a polynomial time algorithm and a discretization of the problem that leads to an approximation algorithm. We also improve the general method for networks that are paths, restricted to two types of shortcuts: those with a fixed orientation and simple shortcuts.

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Colored ray configurations

We study the cyclic color sequences induced at infinity by colored rays with apices being a given balanced finite bichromatic point set. We first study the case in which the rays are required to be pairwise disjoint. We derive a lower bound on the number of color sequences that can be realized from any such fixed point set and examine color sequences that can be realized regardless of the point set, exhibiting negative examples as well. We also provide a tight upper bound on the number of configurations that can be realized from a point set, and point sets for which there are asymptotically less configurations than that number. In addition, we provide algorithms to decide whether a color sequence is realizable from a given point set in a line or in general position. We address afterwards the variant of the problem where the rays are allowed to intersect. We prove that for some configurations and point sets, the number of ray crossings must be $Θ(n^2)$ and study then configurations that can be realized by rays that pairwise cross. We show that there are point sets for which the number of configurations that can be realized by pairwise-crossing rays is asymptotically smaller than the number of configurations realizable by pairwise-disjoint rays. We provide also point sets from which any configuration can be realized by pairwise-crossing rays and show that there is no configuration that can be realized by pairwise-crossing rays from every point set.

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Balanced partitions of 3-colored geometric sets in the plane

Let $S$ be a finite set of geometric objects partitioned into classes or \emph{colors}. A subset $S'\subseteq S$ is said to be \emph{balanced} if $S'$ contains the same amount of elements of $S$ from each of the colors. We study several problems on partitioning $3$-colored sets of points and lines in the plane into two balanced subsets: (a) We prove that for every 3-colored arrangement of lines there exists a segment that intersects exactly one line of each color, and that when there are $2m$ lines of each color, there is a segment intercepting $m$ lines of each color. (b) Given $n$ red points, $n$ blue points and $n$ green points on any closed Jordan curve $γ$, we show that for every integer $k$ with $0 \leq k \leq n$ there is a pair of disjoint intervals on $γ$ whose union contains exactly $k$ points of each color. (c) Given a set $S$ of $n$ red points, $n$ blue points and $n$ green points in the integer lattice satisfying certain constraints, there exist two rays with common apex, one vertical and one horizontal, whose union splits the plane into two regions, each one containing a balanced subset of $S$.

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On the Complexity of Barrier Resilience for Fat Regions

In the \emph {barrier resilience} problem (introduced by Kumar {\em et al.}, Wireless Networks 2007), we are given a collection of regions of the plane, acting as obstacles, and we would like to remove the minimum number of regions so that two fixed points can be connected without crossing any region. In this paper, we show that the problem is NP-hard when the collection only contains fat regions with bounded ply $Δ$ (even when they are axis-aligned rectangles of aspect ratio $1 : (1 + \varepsilon)$). We also show that the problem is fixed-parameter tractable (FPT) for unit disks and for similarly-sized $β$-fat regions with bounded ply $Δ$ and $O(1)$ pairwise boundary intersections. Furthermore, we can use our FPT algorithm to construct an $(1+\varepsilon)$-approximation algorithm that runs in $O(2^{f(Δ, \varepsilon,β)}n^5)$ time, where $f\in O(\frac{Δ^4β^8}{\varepsilon^4}\log(βΔ/\varepsilon))$.

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Stabbing segments with rectilinear objects

Given a set $S$ of $n$ line segments in the plane, we say that a region $\mathcal{R}\subseteq \mathbb{R}^2$ is a {\em stabber} for $S$ if $\mathcal{R}$ contains exactly one endpoint of each segment of $S$. In this paper we provide optimal or near-optimal algorithms for reporting all combinatorially different stabbers for several shapes of stabbers. Specifically, we consider the case in which the stabber can be described as the intersection of axis-parallel halfplanes (thus the stabbers are halfplanes, strips, quadrants, $3$-sided rectangles, or rectangles). The running times are $O(n)$ (for the halfplane case), $O(n\log n)$ (for strips, quadrants, and 3-sided rectangles), and $O(n^2 \log n)$ (for rectangles).

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Geometric Biplane Graphs I: Maximal Graphs

We study biplane graphs drawn on a finite planar point set $S$ in general position. This is the family of geometric graphs whose vertex set is $S$ and can be decomposed into two plane graphs. We show that two maximal biplane graphs---in the sense that no edge can be added while staying biplane---may differ in the number of edges, and we provide an efficient algorithm for adding edges to a biplane graph to make it maximal. We also study extremal properties of maximal biplane graphs such as the maximum number of edges and the largest maximum connectivity over $n$-element point sets.

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Geometric Biplane Graphs II: Graph Augmentation

We study biplane graphs drawn on a finite point set $S$ in the plane in general position. This is the family of geometric graphs whose vertex set is $S$ and which can be decomposed into two plane graphs. We show that every sufficiently large point set admits a 5-connected biplane graph and that there are arbitrarily large point sets that do not admit any 6-connected biplane graph. Furthermore, we show that every plane graph (other than a wheel or a fan) can be augmented into a 4-connected biplane graph. However, there are arbitrarily large plane graphs that cannot be augmented to a 5-connected biplane graph by adding pairwise noncrossing edges.

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Space-Efficient Hidden Surface Removal

We propose a space-efficient algorithm for hidden surface removal that combines one of the fastest previous algorithms for that problem with techniques based on bit manipulation. Such techniques had been successfully used in other settings, for example to reduce working space for several graph algorithms. However, bit manipulation is not usually employed in geometric algorithms because the standard model of computation (the real RAM) does not support it. For this reason, we first revisit our model of computation to have a reasonable theoretical framework. Under this framework we show how the use of a bit representation for the union of triangles, in combination with rank-select data structures, allows us to implicitly compute the union of $n$ triangles with roughly $O(1)$ bits per union boundary vertex. This results in an algorithm that uses at most as much space as the previous one, and depending on the input, can give a reduction of up to a factor $Θ(\log n)$, while maintaining the running time.

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Colored Spanning Graphs for Set Visualization

We study an algorithmic problem that is motivated by ink minimization for sparse set visualizations. Our input is a set of points in the plane which are either blue, red, or purple. Blue points belong exclusively to the blue set, red points belong exclusively to the red set, and purple points belong to both sets. A \emph{red-blue-purple spanning graph} (RBP spanning graph) is a set of edges connecting the points such that the subgraph induced by the red and purple points is connected, and the subgraph induced by the blue and purple points is connected. We study the geometric properties of minimum RBP spanning graphs and the algorithmic problems associated with computing them. Specifically, we show that the general problem can be solved in polynomial time using matroid techniques. In addition, we discuss more efficient algorithms for the case in which points are located on a line or a circle, and also describe a fast $(\frac 12ρ+1)$-approximation algorithm, where $ρ$ is the Steiner ratio.

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Region-based approximation of probability distributions (for visibility between imprecise points among obstacles)

Let $p$ and $q$ be two imprecise points, given as probability density functions on $\mathbb R^2$, and let $\cal R$ be a set of $n$ line segments (obstacles) in $\mathbb R^2$. We study the problem of approximating the probability that $p$ and $q$ can see each other; that is, that the segment connecting $p$ and $q$ does not cross any segment of $\cal R$. To solve this problem, we approximate each density function by a weighted set of polygons; a novel approach to dealing with probability density functions in computational geometry.

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Terrain visibility with multiple viewpoints

We study the problem of visibility in polyhedral terrains in the presence of multiple viewpoints. We consider a triangulated terrain with $m>1$ viewpoints (or guards) located on the terrain surface. A point on the terrain is considered \emph{visible} if it has an unobstructed line of sight to at least one viewpoint. We study several natural and fundamental visibility structures: (1) the visibility map, which is a partition of the terrain into visible and invisible regions; (2) the \emph{colored} visibility map, which is a partition of the terrain into regions whose points have exactly the same visible viewpoints; and (3) the Voronoi visibility map, which is a partition of the terrain into regions whose points have the same closest visible viewpoint. We study the complexity of each structure for both 1.5D and 2.5D terrains, and provide efficient algorithms to construct them. Our algorithm for the visibility map in 2.5D terrains improves on the only existing algorithm in this setting. To the best of our knowledge, the other structures have not been studied before.

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New results on stabbing segments with a polygon

We consider a natural variation of the concept of stabbing a segment by a simple polygon: a segment is stabbed by a simple polygon $\mathcal{P}$ if at least one of its two endpoints is contained in $\mathcal{P}$. A segment set $S$ is stabbed by $\mathcal{P}$ if every segment of $S$ is stabbed by $\mathcal{P}$. We show that if $S$ is a set of pairwise disjoint segments, the problem of computing the minimum perimeter polygon stabbing $S$ can be solved in polynomial time. We also prove that for general segments the problem is NP-hard. Further, an adaptation of our polynomial-time algorithm solves an open problem posed by Löffler and van Kreveld [Algorithmica 56(2), 236--269 (2010)] about finding a maximum perimeter convex hull for a set of imprecise points modeled as line segments.

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Computing a visibility polygon using few variables

We present several algorithms for computing the visibility polygon of a simple polygon $P$ from a viewpoint inside the polygon, when the polygon resides in read-only memory and only few working variables can be used. The first algorithm uses a constant number of variables, and outputs the vertices of the visibility polygon in $O(n\Rout)$ time, where $\Rout$ denotes the number of reflex vertices of $P$ that are part of the output. The next two algorithms use $O(\log \Rin)$ variables, and output the visibility polygon in $O(n\log \Rin)$ randomized expected time or $O(n\log^2 \Rin)$ deterministic time, where $\Rin$ is the number of reflex vertices of $P$.

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Removing Local Extrema from Imprecise Terrains

In this paper we consider imprecise terrains, that is, triangulated terrains with a vertical error interval in the vertices. In particular, we study the problem of removing as many local extrema (minima and maxima) as possible from the terrain. We show that removing only minima or only maxima can be done optimally in O(n log n) time, for a terrain with n vertices. Interestingly, however, removing both the minima and maxima simultaneously is NP-hard, and is even hard to approximate within a factor of O(log log n) unless P=NP. Moreover, we show that even a simplified version of the problem where vertices can have only two different heights is already NP-hard, a result we obtain by proving hardness of a special case of 2-Disjoint Connected Subgraphs, a problem that has lately received considerable attention from the graph-algorithms community.

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Adjacency-Preserving Spatial Treemaps

Rectangular layouts, subdivisions of an outer rectangle into smaller rectangles, have many applications in visualizing spatial information, for instance in rectangular cartograms in which the rectangles represent geographic or political regions. A spatial treemap is a rectangular layout with a hierarchical structure: the outer rectangle is subdivided into rectangles that are in turn subdivided into smaller rectangles. We describe algorithms for transforming a rectangular layout that does not have this hierarchical structure, together with a clustering of the rectangles of the layout, into a spatial treemap that respects the clustering and also respects to the extent possible the adjacencies of the input layout.

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Drawing (Complete) Binary Tanglegrams: Hardness, Approximation, Fixed-Parameter Tractability

A \emph{binary tanglegram} is a drawing of a pair of rooted binary trees whose leaf sets are in one-to-one correspondence; matching leaves are connected by inter-tree edges. For applications, for example, in phylogenetics, it is essential that both trees are drawn without edge crossings and that the inter-tree edges have as few crossings as possible. It is known that finding a tanglegram with the minimum number of crossings is NP-hard and that the problem is fixed-parameter tractable with respect to that number. We prove that under the Unique Games Conjecture there is no constant-factor approximation for binary trees. We show that the problem is NP-hard even if both trees are complete binary trees. For this case we give an $O(n^3)$-time 2-approximation and a new, simple fixed-parameter algorithm. We show that the maximization version of the dual problem for binary trees can be reduced to a version of MaxCut for which the algorithm of Goemans and Williamson yields a 0.878-approximation.

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On the Number of Higher Order Delaunay Triangulations

Higher order Delaunay triangulations are a generalization of the Delaunay triangulation which provides a class of well-shaped triangulations, over which extra criteria can be optimized. A triangulation is order-$k$ Delaunay if the circumcircle of each triangle of the triangulation contains at most $k$ points. In this paper we study lower and upper bounds on the number of higher order Delaunay triangulations, as well as their expected number for randomly distributed points. We show that arbitrarily large point sets can have a single higher order Delaunay triangulation, even for large orders, whereas for first order Delaunay triangulations, the maximum number is $2^{n-3}$. Next we show that uniformly distributed points have an expected number of at least $2^{ρ_1 n(1+o(1))}$ first order Delaunay triangulations, where $ρ_1$ is an analytically defined constant ($ρ_1 \approx 0.525785$), and for $k > 1$, the expected number of order-$k$ Delaunay triangulations (which are not order-$i$ for any $i < k$) is at least $2^{ρ_k n(1+o(1))}$, where $ρ_k$ can be calculated numerically.

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