A Faster Algorithm for Computing Straight Skeletons
Siu-Wing Cheng, Liam Mencel, Antoine Vigneron

TL;DR
This paper introduces a new deterministic algorithm for computing polygon straight skeletons that improves efficiency by reducing the problem to motorcycle graph computation with better time bounds.
Contribution
The paper presents a faster, deterministic algorithm for straight skeletons that improves upon previous randomized methods by reducing complexity to $O(n (\log n)\log r)$ time.
Findings
Deterministic algorithm reduces computation time
Improved bounds for polygons with holes
Applicable to degenerate and non-degenerate polygons
Abstract
We present a new algorithm for computing the straight skeleton of a polygon. For a polygon with vertices, among which are reflex vertices, we give a deterministic algorithm that reduces the straight skeleton computation to a motorcycle graph computation in time. It improves on the previously best known algorithm for this reduction, which is randomized, and runs in expected time for a polygon with 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 time for any . On degenerate input, our time bound increases to .
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Taxonomy
TopicsComputational Geometry and Mesh Generation · Optimization and Search Problems
