Removing Depth-Order Cycles Among Triangles: An Efficient Algorithm Generating Triangular Fragments
Mark de Berg

TL;DR
This paper presents an efficient algorithm to cut disjoint triangles in three-dimensional space into a subquadratic number of fragments that admit a depth order, improving previous bounds and extending to surface patches.
Contribution
It introduces a novel algorithm achieving a subquadratic bound for cutting triangles into depth-ordered fragments, with improved complexity and applicability to surface patches.
Findings
Achieves $O(n^{7/4} \,\mathrm{polylog}\, n)$ bound for triangle fragmentation.
Provides an $O(n^{3.69})$ algorithm for computing cuts.
Refined bound depending on edge intersections, extending to surface patches.
Abstract
More than 25 years ago Chazelle~\emph{et al.} (FOCS 1991) studied the following question: Is it possible to cut any set of lines in into a subquadratic number of fragments such that the resulting fragments admit a depth order? They proved an bound for the very special case of bipartite weavings of lines. Since then only little progress was made, until a recent breakthrough by Aronov and Sharir (STOC 2016) who showed that fragments suffice for any set of lines. In a follow-up paper Aronov, Miller and Sharir (SODA 2017) proved an bound for triangles, but their method results in pieces with curved boundaries. Moreover, their method uses polynomial partitions, for which currently no algorithm is known. Thus the most natural version of the problem is still wide open: Can we cut any collection of …
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Taxonomy
TopicsComputational Geometry and Mesh Generation · Handwritten Text Recognition Techniques · Image Processing and 3D Reconstruction
