Proceedings of the Twenty-Fifth Annual Symposium on Computational Geometry 2009
DOI: 10.1145/1542362.1542372
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Shooting permanent rays among disjoint polygons in the plane

Abstract: Abstract. We present a data structure for ray shooting and insertion in the free space between disjoint polygonal obstacles with a total of n vertices in the plane, where each ray starts at the boundary of some obstacle. The portion of each query ray between the starting point and the first obstacle hit is inserted permanently as a new obstacle. Our data structure uses O(n log n) space and preprocessing time, and it supports m successive ray shooting and insertion queries in O((n + m) log 2 n + m log m) total … Show more

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Cited by 5 publications
(3 citation statements)
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References 31 publications
(26 reference statements)
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“…Ishaque et al [3] provide a ray shooting data structure that supports shooting rays from the boundary of obstacles, that are themselves inserted into the obstacles. Using their structure, a set of n pairwise disjoint polygonal obstacles can be preprocessed in O(n log n) time and space to support m permanent ray shootings in O((n + m) log 2 n + m log m) time.…”
Section: Shoot and Insertmentioning
confidence: 99%
“…Ishaque et al [3] provide a ray shooting data structure that supports shooting rays from the boundary of obstacles, that are themselves inserted into the obstacles. Using their structure, a set of n pairwise disjoint polygonal obstacles can be preprocessed in O(n log n) time and space to support m permanent ray shootings in O((n + m) log 2 n + m log m) time.…”
Section: Shoot and Insertmentioning
confidence: 99%
“…When SubBSP(B, C, k) returns a BSP tree for cell C, we record the effect of the binary cuts in this data structure. We use the data structure of Ishaque et al [17] that supports the so-called ray shooting-and-insertion queries among disjoint polygonal obstacles in the plane. Each query is a point p on the line segment and a direction d p ; it reports the point q where the ray emitted by p in direction d p hits the first obstacle (ray shooting) and inserts the segment pq as a new obstacle (segment insertion).…”
Section: Construction Of a Bsp In O(n Log 2 N) Timementioning
confidence: 99%
“…Obviously, motorcycle graphs have strong relations to ray shooting problems. Ishaque et al [2009] present an O(n log 2 n + mlog m) algorithm for m repetitive ray shooting-and-insertion operations in the plane among a set of polygonal obstacles of total size n. As shown in Section 3.1, our algorithm computes a generalized version of motorcycle graphs: Arbitrary start times of the motorcycles are allowed, the motorcycles need not be known a priori, and we support rigid walls where motorcycles may crash against. In this sense, the general motorcycle graph problem is also a generalization of the ray shooting-and-insertion problem.…”
Section: Motivationmentioning
confidence: 99%