Ray Shooting in Polygons Using Geodesic Triangulations
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 a very simple manner, so that any ray-shooting query
can be answered in time $O(log^n)$. The data structure required $O(n)$
storage and $O(n$ log $n)$ preprocessing time. By using more
sophisticated techniques, we can reduce the preprocessing time to
$O(n)$. We also extend our general 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 $O( sqrt k$ log $n$) time.
- This technical report has been published as
- Ray Shooting in Polygons Using Geodesic Triangulations. Bernard
Chazelle, Herbert Edelsbrunner, Michelangelo Grigni,
Leonidas Guibas, John Hershberger, Micha Sharir, and
Jack Snoeyink, Algorithmica, 12, 1994,
pp. 54-68.