Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
414314 | Computational Geometry | 2008 | 20 Pages |
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, and a more general low-density assumption. We show that the visibility map of a point for a realistic terrain with n triangles has complexity . We also prove that the shortest path between two points p and q on a realistic terrain passes through triangles, and that the bisector of p and q has complexity . We use these results to show that the shortest path map for any point on a realistic terrain has complexity , and that the Voronoi diagram for any set of m points on a realistic terrain has complexity and . Our results immediately imply more efficient algorithms for computing the various structures on realistic terrains.