Rubberband Algorithms for Solving Various 2D or 3D Shortest Path Problems

Fajie Li, R. Klette
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引用次数: 32

Abstract

This reviewing paper provides a complete discussion of an algorithm (called rubberband algorithm), which was proposed by Billow and Klette in 2000-2002 for the calculation of minimum-length polygonal curves in cube-curves in 3D space. The paper describes how this original algorithm was transformed afterwards, "step-by-step", into a general, provably correct, and time-efficient algorithm which solves the indented task for simple cube-curves of any complexity. Variations of this algorithm are then used to solve various Euclidean shortest path (ESP) problems, such as calculating the ESP inside of a simple cube arc, inside of a simple polygon, on the surface of a convex polytope, or inside of a simply-connected polyhedron, demonstrating a general (!) methodology of rubberband algorithms. The paper also reports how such algorithms improve various time complexity results of best algorithms for problems such as the touring polygons, parts cutting, safari and zookeeper, and the watchman route
解决各种2D或3D最短路径问题的橡皮带算法
本文对Billow和Klette于2000-2002年提出的计算三维空间中立方体曲线中最小长度多边形曲线的算法(称为rubberband算法)进行了完整的讨论。本文描述了如何将这个原始算法“一步一步”地转化为一个通用的、可证明正确的、省时的算法,该算法可以解决任何复杂程度的简单立方体曲线的缩进任务。然后,该算法的变体被用于解决各种欧几里得最短路径(ESP)问题,例如计算简单立方体弧内、简单多边形内、凸多面体表面上或单连通多面体内的ESP,展示了橡皮筋算法的一般(!)方法。本文还报道了这些算法如何改善最佳算法在诸如巡回多边形、零件切割、游猎和动物园管理员以及守望者路线等问题上的各种时间复杂度结果
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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