English

Computing skeletons for rectilinearly-convex obstacles in the rectilinear plane

Optimization and Control 2020-04-10 v1 Computational Geometry

Abstract

We introduce the concept of an obstacle skeleton which is a set of line segments inside a polygonal obstacle ω\omega that can be used in place of ω\omega when performing intersection tests for obstacle-avoiding network problems in the plane. A skeleton can have significantly fewer line segments compared to the number of line segments in the boundary of the original obstacle, and therefore performing intersection tests on a skeleton (rather than the original obstacle) can significantly reduce the CPU time required by algorithms for computing solutions to obstacle-avoidance problems. A minimum skeleton is a skeleton with the smallest possible number of line segments. We provide an exact O(n2)O(n^2) algorithm for computing minimum skeletons for rectilinear obstacles in the rectilinear plane that are rectilinearly-convex. We show that the number of edges in a minimum skeleton is generally very small compared to the number of edges in the boundary of the original obstacle, by performing experiments on random rectilinearly-convex obstacles with up to 1000 vertices.

Keywords

Cite

@article{arxiv.2004.04365,
  title  = {Computing skeletons for rectilinearly-convex obstacles in the rectilinear plane},
  author = {Marcus Volz and Marcus Brazil and Charl Ras and Doreen Thomas},
  journal= {arXiv preprint arXiv:2004.04365},
  year   = {2020}
}
R2 v1 2026-06-23T14:45:08.656Z