Visibility (geometry)

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In geometry, visibility is a mathematical abstraction of the real-life notion of visibility.

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Given a set of obstacles in the Euclidean space, two points in the space are said to be visible to each other, if the line segment that joins them does not intersect any obstacles. (In the Earth's atmosphere light follows a slightly curved path that is not perfectly predictable, complicating the calculation of actual visibility.)

Computation of visibility is among the basic problems in computational geometry and has applications in computer graphics, motion planning, and other areas.

Concepts and problems

Related Research Articles

Computational geometry is a branch of computer science devoted to the study of algorithms which can be stated in terms of geometry. Some purely geometrical problems arise out of the study of computational geometric algorithms, and such problems are also considered to be part of computational geometry. While modern computational geometry is a recent development, it is one of the oldest fields of computing with a history stretching back to antiquity.

<span class="mw-page-title-main">Discrete geometry</span> Branch of geometry that studies combinatorial properties and constructive methods

Discrete geometry and combinatorial geometry are branches of geometry that study combinatorial properties and constructive methods of discrete geometric objects. Most questions in discrete geometry involve finite or discrete sets of basic geometric objects, such as points, lines, planes, circles, spheres, polygons, and so forth. The subject focuses on the combinatorial properties of these objects, such as how they intersect one another, or how they may be arranged to cover a larger object.

<span class="mw-page-title-main">Hidden-line removal</span> Problem of finding obscured edges in a wire-frame 3D model

In 3D computer graphics, solid objects are usually modeled by polyhedra. A face of a polyhedron is a planar polygon bounded by straight line segments, called edges. Curved surfaces are usually approximated by a polygon mesh. Computer programs for line drawings of opaque objects must be able to decide which edges or which parts of the edges are hidden by an object itself or by other objects, so that those edges can be clipped during rendering. This problem is known as hidden-line removal.

<span class="mw-page-title-main">Simple polygon</span> Flat shape consisting of straight, non-intersecting lines

In geometry, a simple polygon is a polygon that does not intersect itself and has no holes. That is, it is a flat shape consisting of straight, non-intersecting line segments or "sides" that are joined pairwise to form a single closed path. If the sides intersect then the polygon is not simple. The qualifier "simple" is frequently omitted, with the above definition then being understood to define a polygon in general.

In computational geometry and robot motion planning, a visibility graph is a graph of intervisible locations, typically for a set of points and obstacles in the Euclidean plane. Each node in the graph represents a point location, and each edge represents a visible connection between them. That is, if the line segment connecting two locations does not pass through any obstacle, an edge is drawn between them in the graph. When the set of locations lies in a line, this can be understood as an ordered series. Visibility graphs have therefore been extended to the realm of time series analysis.

The art gallery problem or museum problem is a well-studied visibility problem in computational geometry. It originates from the following real-world problem:

<span class="mw-page-title-main">Bitangent</span> Line tangent to a curve at two locations

In geometry, a bitangent to a curve C is a line L that touches C in two distinct points P and Q and that has the same direction as C at these points. That is, L is a tangent line at P and at Q.

Motion planning, also path planning is a computational problem to find a sequence of valid configurations that moves the object from the source to destination. The term is used in computational geometry, computer animation, robotics and computer games.

<span class="mw-page-title-main">Pseudotriangle</span>

In Euclidean plane geometry, a pseudotriangle (pseudo-triangle) is the simply connected subset of the plane that lies between any three mutually tangent convex sets. A pseudotriangulation (pseudo-triangulations) is a partition of a region of the plane into pseudotriangles, and a pointed pseudotriangulation is a pseudotriangulation in which at each vertex the incident edges span an angle of less than π.

<span class="mw-page-title-main">Euclidean shortest path</span> Problem of computing shortest paths around geometric obstacles

The Euclidean shortest path problem is a problem in computational geometry: given a set of polyhedral obstacles in a Euclidean space, and two points, find the shortest path between the points that does not intersect any of the obstacles.

<span class="mw-page-title-main">Visibility polygon</span> Polygonal region of all points visible from a given point in a plane

In computational geometry, the visibility polygon or visibility region for a point p in the plane among obstacles is the possibly unbounded polygonal region of all points of the plane visible from p. The visibility polygon can also be defined for visibility from a segment, or a polygon. Visibility polygons are useful in robotics, video games, and in various optimization problems such as the facility location problem and the art gallery problem.

<span class="mw-page-title-main">Polygonal chain</span> Connected series of line segments

In geometry, a polygonal chain is a connected series of line segments. More formally, a polygonal chain is a curve specified by a sequence of points called its vertices. The curve itself consists of the line segments connecting the consecutive vertices.

<span class="mw-page-title-main">Rotating calipers</span>

In computational geometry, the method of rotating calipers is an algorithm design technique that can be used to solve optimization problems including finding the width or diameter of a set of points.

In computational geometry and computer science, the minimum-weight triangulation problem is the problem of finding a triangulation of minimal total edge length. That is, an input polygon or the convex hull of an input point set must be subdivided into triangles that meet edge-to-edge and vertex-to-vertex, in such a way as to minimize the sum of the perimeters of the triangles. The problem is NP-hard for point set inputs, but may be approximated to any desired degree of accuracy. For polygon inputs, it may be solved exactly in polynomial time. The minimum weight triangulation has also sometimes been called the optimal triangulation.

John E. Hershberger is an American computer scientist and software professional, a principal engineer at Mentor Graphics Corporation since 1993. He is known for his research in computational geometry and algorithm engineering.

In geometry, a covering of a polygon is a set of primitive units whose union equals the polygon. A polygon covering problem is a problem of finding a covering with a smallest number of units for a given polygon. This is an important class of problems in computational geometry. There are many different polygon covering problems, depending on the type of polygon being covered. An example polygon covering problem is: given a rectilinear polygon, find a smallest set of squares whose union equals the polygon.

Art Gallery Theorems and Algorithms is a mathematical monograph on topics related to the art gallery problem, on finding positions for guards within a polygonal museum floorplan so that all points of the museum are visible to at least one guard, and on related problems in computational geometry concerning polygons. It was written by Joseph O'Rourke, and published in 1987 in the International Series of Monographs on Computer Science of the Oxford University Press. Only 1000 copies were produced before the book went out of print, so to keep this material accessible O'Rourke has made a pdf version of the book available online.

<span class="mw-page-title-main">Polygonalization</span> Polygon through a set of points

In computational geometry, a polygonalization of a finite set of points in the Euclidean plane is a simple polygon with the given points as its vertices. A polygonalization may also be called a polygonization, simple polygonalization, Hamiltonian polygon, non-crossing Hamiltonian cycle, or crossing-free straight-edge spanning cycle.

References

  1. D. Avis and G. T. Toussaint, "An optimal algorithm for determining the visibility of a polygon from an edge," IEEE Transactions on Computers, vol. C-30, No. 12, December 1981, pp. 910-914.
  2. E. Roth, G. Panin and A. Knoll, "Sampling feature points for contour tracking with graphics hardware", "In International Workshop on Vision, Modeling and Visualization (VMV)", Konstanz, Germany, October 2008.

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