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Ray Shooting and Parametric Search
Abstract
Efficient algorithms for the ray shooting problem are presented: Given a collection $\Gamma $ of objects in $\mathbb{R}^d $, build a data structure so that, for a query ray, the first object of $\Gamma $ hit by the ray can be quickly determined. Using the parametric search technique, this problem is reduced to the segment emptiness problem. For various ray shooting problems, space/query-time trade-offs of the following type are achieved: For some integer b and a parameter $m(n \leqslant m \leqslant n^b )$ the queries are answered in time $O(({n / {m^{{1 / b}} }})\log ^{O(1)} n)$, with $O(m^{1 + \varepsilon } )$ space and preprocessing time ($\varepsilon > 0$ is arbitrarily small but fixed constant). $b = \lfloor {{d / 2}} \rfloor $ is obtained for ray shooting in a convex d-polytope defined as an intersection of n half spaces, $b = d$ for an arrangement of n hyperplanes in $\mathbb{R}^d $, and $b = 3$ for an arrangement of n half planes in $\mathbb{R}^3 $. This approach also yields fast procedures for finding the first k objects hit by a query ray, for searching nearest and farthest neighbors, and for the hidden surface removal. All the data structures can be maintained dynamically in amortized time $O({{m^{1 + \varepsilon } } / n})$ per insert/delete operation.
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Cited by
Approximate nearest neighbors: towards removing the curse of dimensionality
Indyk, P., & Motwani, R. (1998) · Proceedings of the thirtieth annual ACM symposium on Theory of computing - STOC '98 · doi:10.1145/276698.276876 · Cited by 4,188
Metadata
- Authors
- Agarwal, P. K., & Matoušek, J.
- Venue
- SIAM Journal on Computing
- Published
- 1993-08
- Volume
- 22
- Issue
- 4
- Pages
- 794-806
- ISSN
- 0097-5397 (ISSN-L)
- 1095-7111
- OpenAlex
- W2016400774
- Cited by
- 172
- References
- 0
- FWCI
- 17.47
- Type
- journal article
- Language
- en
- Open access
- closed
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