English

A Faster Algorithm for Computing Straight Skeletons

Computational Geometry 2014-07-15 v2

Abstract

We present a new algorithm for computing the straight skeleton of a polygon. For a polygon with nn vertices, among which rr are reflex vertices, we give a deterministic algorithm that reduces the straight skeleton computation to a motorcycle graph computation in O(n(logn)logr)O(n (\log n)\log r) time. It improves on the previously best known algorithm for this reduction, which is randomized, and runs in expected O(nh+1log2n)O(n \sqrt{h+1}\log^2 n) time for a polygon with hh holes. Using known motorcycle graph algorithms, our result yields improved time bounds for computing straight skeletons. In particular, we can compute the straight skeleton of a non-degenerate polygon in O(n(logn)logr+r4/3+ε)O(n (\log n) \log r + r^{4/3+\varepsilon}) time for any ε>0\varepsilon>0. On degenerate input, our time bound increases to O(n(logn)logr+r17/11+ε)O(n (\log n) \log r + r^{17/11+\varepsilon}).

Keywords

Cite

@article{arxiv.1405.4691,
  title  = {A Faster Algorithm for Computing Straight Skeletons},
  author = {Siu-Wing Cheng and Liam Mencel and Antoine Vigneron},
  journal= {arXiv preprint arXiv:1405.4691},
  year   = {2014}
}
R2 v1 2026-06-22T04:17:48.400Z