| On realistic terrains |
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Annual Symposium on Computational Geometry
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Proceedings of the twenty-second annual symposium on Computational geometry
table of contents
Sedona, Arizona, USA
SESSION: Session 6 (tuesday, june 6th--10:45 am-12:00 pm)
table of contents
Pages: 177 - 186
Year of Publication: 2006
ISBN:1-59593-340-9
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Downloads (6 Weeks): 9, Downloads (12 Months): 54, Citation Count: 2
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ABSTRACT
We study worst-case complexities of visibility and distance structures on terrains under realistic assumptions on edge length ratios and the angles of the triangles. We show that the visibility map of a point for a realistic terrain with n triangles has complexity Θ(n√n). We also prove that the shortest path between two points p and q on a realistic terrain passes through Θ(√n) triangles, and that the bisector between p and q has complexity O(n √n). We use these results to show that the shortest path map for any point on a realistic terrain has complexity Θ(n√n), and that the Voronoi diagram for any set of m points on a realistic terrain has complexity Ω(n + m√n) and O((n+m)√n). Our results immediately imply more efficient algorithms for computing the various structures on realistic terrains.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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