9/8/10CS 6463: AT Computational Geometry1 CS 6463: AT Computational Geometry Fall 2010 Triangulations and Guarding Art Galleries Carola Wenk.

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9/8/10CS 6463: AT Computational Geometry1 CS 6463: AT Computational Geometry Fall 2010 Triangulations and Guarding Art Galleries Carola Wenk

9/8/10CS 6463: AT Computational Geometry2 Guarding an Art Gallery Problem: Given the floor plan of an art gallery as a simple polygon P in the plane with n vertices. Place (a small number of) cameras/guards on vertices of P such that every point in P can be seen by some camera. Region enclosed by simple polygonal chain that does not self-intersect.

9/8/10CS 6463: AT Computational Geometry3 Guarding an Art Gallery There are many different variations: –Guards on vertices only, or in the interior as well –Guard the interior or only the walls –Stationary versus moving or rotating guards Finding the minimum number of guards is NP-hard (Aggarwal ’84) First subtask: Bound the number of guards that are necessary to guard a polygon in the worst case.

9/8/10CS 6463: AT Computational Geometry4 Guard Using Triangulations Decompose the polygon into shapes that are easier to handle: triangles A triangulation of a polygon P is a decomposition of P into triangles whose vertices are vertices of P. In other words, a triangulation is a maximal set of non-crossing diagonals. diagonal

9/8/10CS 6463: AT Computational Geometry5 Guard Using Triangulations A polygon can be triangulated in many different ways. Guard polygon by putting one camera in each triangle: Since the triangle is convex, its guard will guard the whole triangle.

9/8/10CS 6463: AT Computational Geometry6 Triangulations of Simple Polygons Theorem 1: Every simple polygon admits a triangulation, and any triangulation of a simple polygon with n vertices consists of exactly n-2 triangles. Proof: By induction. n=3: n>3: Let u be leftmost vertex, and v and w adjacent to v. If vw does not intersect boundary of P: #triangles = 1 for new triangle + (n-1)-2 for remaining polygon = n-2 u w v P

9/8/10CS 6463: AT Computational Geometry7 Triangulations of Simple Polygons Theorem 1: Every simple polygon admits a triangulation, and any triangulation of a simple polygon with n vertices consists of exactly n-2 triangles. If vw intersects boundary of P: Let u’  u be the the vertex furthest to the left of vw. Take uu’ as diagonal, which splits P into P 1 and P 2. #triangles in P = #triangles in P 1 + #triangles in P 2 = |P 1 |-2 + |P 2 |-2 = |P 1 |+|P 2 |-4 = n+2-4 = n-2 u w v u’ P P1P1 P2P2

9/8/10CS 6463: AT Computational Geometry8 3-Coloring A 3-coloring of a graph is an assignment of one out of three colors to each vertex such that adjacent vertices have different colors.

9/8/10CS 6463: AT Computational Geometry9 3-Coloring Lemma Lemma: For every triangulated polgon there is a 3-coloring. Proof: Consider the dual graph of the triangulation: –vertex for each triangle –edge for each edge between triangles

9/8/10CS 6463: AT Computational Geometry10 3-Coloring Lemma Lemma: For every triangulated polgon there is a 3-coloring. The dual graph is a tree (acyclic graph; minimally connected): Removing an edge corresponds to removing a diagonal in the polygon which disconnects the polygon and with that the graph.

9/8/10CS 6463: AT Computational Geometry11 3-Coloring Lemma Lemma: For every triangulated polgon there is a 3-coloring. Traverse the tree (DFS). Start with a triangle and give different colors to vertices. When proceeding from one triangle to the next, two vertices have known colors, which determines the color of the next vertex.

9/8/10CS 6463: AT Computational Geometry12 Art Gallery Theorem Theorem 2: For any simple polygon with n vertices guards are sufficient to guard the whole polygon. There are polygons for which guards are necessary. n3n3    n3n3    Proof: For the upper bound, 3-color any triangulation of the polygon and take the color with the minimum number of guards. Lower bound: n3n3    spikes Need one guard per spike.

9/8/10CS 6463: AT Computational Geometry13 Triangulating a Polygon There is a simple O(n 2 ) time algorithm based on the proof of Theorem 1. There is a very complicated O(n) time algorithm (Chazelle ’91) which is impractical to implement. We will discuss a practical O(n log n) time algorithm: 1.Split polygon into monotone polygons (O(n log n) time) 2.Triangulate each monotone polygon (O(n) time)

9/8/10CS 6463: AT Computational Geometry14 Monotone Polygons A simple polygon P is called monotone with respect to a line l iff for every line l’ perpendicular to l the intersection of P with l’ is connected. –P is x-monotone iff l = x-axis –P is y-monotone iff l = y-axis l’ l x-monotone (monotone w.r.t l )

9/8/10CS 6463: AT Computational Geometry15 Monotone Polygons A simple polygon P is called monotone with respect to a line l iff for every line l’ perpendicular to l the intersection of P with l’ is connected. –P is x-monotone iff l = x-axis –P is y-monotone iff l = y-axis l’ l NOT x-monotone (NOT monotone w.r.t l )

9/8/10CS 6463: AT Computational Geometry16 Monotone Polygons A simple polygon P is called monotone with respect to a line l iff for every line l’ perpendicular to l the intersection of P with l’ is connected. –P is x-monotone iff l = x-axis –P is y-monotone iff l = y-axis l NOT monotone w.r.t any line l ) l’

9/8/10CS 6463: AT Computational Geometry17 Test Monotonicity How to test if a polygon is x-monotone? –Find leftmost and rightmost vertices, O(n) time → Splits polygon boundary in upper chain and lower chain –Walk from left to right along each chain, checking that x- coordinates are non-decreasing. O(n) time.

9/8/10CS 6463: AT Computational Geometry18 Triangulating a Polygon There is a simple O(n 2 ) time algorithm based on the proof of Theorem 1. There is a very complicated O(n) time algorithm (Chazelle ’91) which is impractical to implement. We will discuss a practical O(n log n) time algorithm: 1.Split polygon into monotone polygons (O(n log n) time) 2.Triangulate each monotone polygon (O(n) time)

9/8/10CS 6463: AT Computational Geometry19 Triangulate an l-Monotone Polygon Using a greedy plane sweep in direction l Sort vertices by increasing x-coordinate (merging the upper and lower chains in O(n) time) Greedy: Triangulate everything you can to the left of the sweep line l

9/8/10CS 6463: AT Computational Geometry20 Triangulate an l-Monotone Polygon Store stack (sweep line status) that contains vertices that have been encountered but may need more diagonals. Maintain invariant: Un-triangulated region has a funnel shape. The funnel consists of an upper and a lower chain. One chain is one line segment. The other is a reflex chain (interior angles >180°) which is stored on the stack. Update, case 1: new vertex lies on chain opposite of reflex chain. Triangulate.

9/8/10CS 6463: AT Computational Geometry21 Triangulate an l-Monotone Polygon Update, case 2: new vertex lies on reflex chain –Case a: The new vertex lies above line through previous two vertices: Triangulate. –Case b: The new vertex lies below line through previous two vertices: Add to reflex chain (stack).

9/8/10CS 6463: AT Computational Geometry22 Triangulate an l-Monotone Polygon Distinguish cases in constant time using half-plane tests Sweep line hits every vertex once, therefore each vertex is pushed on the stack at most once. Every vertex can be popped from the stack (in order to form a new triangle) at most once.  Constant time per vertex  O(n) total runtime

9/8/10CS 6463: AT Computational Geometry23 Triangulating a Polygon There is a simple O(n 2 ) time algorithm based on the proof of Theorem 1. There is a very complicated O(n) time algorithm (Chazelle ’91) which is impractical to implement. We will discuss a practical O(n log n) time algorithm: 1.Split polygon into monotone polygons (O(n log n) time) 2.Triangulate each monotone polygon (O(n) time)

9/8/10CS 6463: AT Computational Geometry24 Finding a Monotone Subdivision Monotone subdivision: subdivision of the simple polygon P into monotone pieces Use plane sweep to add diagonals to P that partition P into monotone pieces Events at which violation of x-monotonicity occurs: split vertex merge vertex interior

9/8/10CS 6463: AT Computational Geometry25 Helpers (for split vertices) Helper(e): Rightmost vertically visible vertex below e on the polygonal chain between e and e’, where e’ is the polygon edge below e on the sweep line. Draw diagonal between v and helper(e), where e is the edge immediately above v. split vertex v u = helper( e ) v u e e’

9/8/10CS 6463: AT Computational Geometry26 Sweep Line Algorithm Events: Vertices of polygon, sorted in increasing order by x-coordinate. (No new events will be added) Sweep line status: List of edges intersecting sweep line, sorted by y-coordinate. Stored in a balanced binary search tree. Event processing of vertex v: 1.Split vertex: – Find edge e lying immediately above v. –Add diagonal connecting v to helper(e). –Add two edges incident to v to sweep line status. –Make v helper of e and of the lower of the two edges e v

9/8/10CS 6463: AT Computational Geometry27 Sweep Line Algorithm Event processing of vertex v (continued): 2.Merge vertex: –Delete two edges incident to v. –Find edge e immediately above v and set helper(e)=v. 3.Start vertex: –Add two edges incident to v to sweep line status. –Set helper of upper edge to v. 4.End vertex: –Delete both edges from sweep line status. 5.Upper chain vertex: –Replace left edge with right edge in sweep line status. –Make v helper of new edge. 6.Lower chain vertex: –Replace left edge with right edge in sweep line status. –Make v helper of the edge lying above v. e v v v v v

9/8/10CS 6463: AT Computational Geometry28 Sweep Line Algorithm Insert diagonals for merge vertices with “reverse” sweep Each update takes O(log n) time There are n events → Runtime to compute a monotone subdivision is O(n log n)