polyhedral terrains
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Author(s):  
Aaron Ma ◽  
Jorge Cortés

This paper presents deployment strategies for a team of multiple mobile robots with line-of-sight visibility in 1.5D and 2.5D terrain environments. Our objective is to distributively achieve full visibility of a polyhedral environment. In the 1.5D polyhedral terrain, we achieve this by determining a set of locations that the robots can distributively occupy. In the 2.5D polyhedral terrain, we achieve full visibility by simultaneously exploring, coloring, and guarding the environment.


2014 ◽  
Vol 24 (04) ◽  
pp. 275-306 ◽  
Author(s):  
FERRAN HURTADO ◽  
MAARTEN LÖFFLER ◽  
INÊS MATOS ◽  
VERA SACRISTÁN ◽  
MARIA SAUMELL ◽  
...  

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 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 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.


2012 ◽  
Vol 20 (2) ◽  
pp. 435-437 ◽  
Author(s):  
Chuzo Iwamoto ◽  
Junichi Kishi ◽  
Kenichi Morita

2010 ◽  
Vol 20 (04) ◽  
pp. 381-414 ◽  
Author(s):  
CHRIS GRAY ◽  
MAARTEN LÖFFLER ◽  
RODRIGO I. SILVEIRA

We study optimization problems for polyhedral terrains in the presence of data imprecision. An imprecise terrain is given by a triangulated point set where the height component of the vertices is specified by an interval of possible values. We restrict ourselves to terrains with a one-dimensional projection, usually referred to as 1.5-dimensional terrains, where an imprecise terrain is given by an x-monotone polyline, and the y-coordinate of each vertex is not fixed but only constrained to a given interval. Motivated mainly by applications in terrain analysis, in this paper we study five different optimization measures related to obtaining smooth terrains, for the 1.5-dimensional case. In particular, we present exact algorithms to minimize and maximize the total turning angle, as well as to minimize the maximum slope change. Furthermore, we also give approximation algorithms to minimize the largest turning angle and to maximize the smallest turning angle.


2010 ◽  
Vol 20 (03) ◽  
pp. 361-380 ◽  
Author(s):  
RODRIGO I. SILVEIRA ◽  
RENÉ VAN OOSTRUM

In many applications of terrain analysis, pits or local minima are considered artifacts that must be removed before the terrain can be used. Most of the existing methods for local minima removal work only for raster terrains. In this paper we consider algorithms to remove local minima from polyhedral terrains, by modifying the heights of the vertices. To limit the changes introduced to the terrain, we also try to minimize the total displacement of the vertices. Two approaches to remove local minima are analyzed: lifting vertices and lowering vertices. For the former we show that all local minima in a terrain with n vertices can be removed in the optimal way in [Formula: see text] time. For the latter we prove that the problem is NP-hard, and present an approximation algorithm with factor 2 ln k, where k is the number of local minima in the terrain.


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