Abstract
Let P be a simple polygon with n vertices. We present a simple decomposition scheme that partitions the interior of P into O(n) so-called geodesic triangles, so that any line segment interior to P crosses at most 2 log n of these triangles. This decomposition can be used to preprocess P in time O(n log n) and storage O(n), so that any ray-shooting query can be answered in time O(log n).The algorithms are fairly simple and easy to implement. We also extend this technique to the case of ray-shooting amidst k polygonal obstacles with a total of n edges, so that a query can be answered in O(√klog n) time.
Work by Bernard Chazelle has been supported by NSF Grant CCR-87-00917. Work by Herbert Edelsbrunner has been supported by NSF Grant CCR-89-21421. Work by Micha Sharir has been supported by ONR Grants N00014-89-J-3042 and N00014-90-J-1284, by NSF Grant CCR-89-01484, and by grants from the U.S.-Israeli Binational Science Foundation, the Fund for Basic Research administered by the Israeli Academy of Sciences, and the G.I.F., the German-Israeli Foundation for Scientific Research and Development.
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Chazelle, B. et al. (1991). Ray shooting in polygons using geodesic triangulations. In: Albert, J.L., Monien, B., Artalejo, M.R. (eds) Automata, Languages and Programming. ICALP 1991. Lecture Notes in Computer Science, vol 510. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-54233-7_172
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DOI: https://doi.org/10.1007/3-540-54233-7_172
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