A path from s to t on a polyhedral terrain is descending if the height of a point p never increases while we move p along the path from s to t. No efficient algorithm is known to find a shortest descending path from s to t in a polyhedral terrain. We give some properties of such paths. In the case where the face sequence is specified, we show that the shortest descending path is unique, and give an -approximation algorithm that computes the path in O(n 3.5 log( 1 )) time.
Abstract. In this paper we study a variant of the shortest path problem in graphs: given a weighted graph G and vertices s and t, and given a set X of forbidden paths in G, find a shortest s-t path P such that no path in X is a subpath of P . Path P is allowed to repeat vertices and edges. We call each path in X an exception, and our desired path a shortest exception avoiding path. We formulate a new version of the problem where the algorithm has no a priori knowledge of X, and finds out about an exception x ∈ X only when a path containing x fails. This situation arises in computing shortest paths in optical networks. We give an algorithm that finds a shortest exception avoiding path in time polynomial in |G| and |X|. The main idea is to run Dijkstra's algorithm incrementally after replicating vertices when an exception is discovered.
A path from s to t on a polyhedral terrain is descending if the height of a point p never increases while we move p along the path from s to t. No efficient algorithm is known to find a shortest descending path (SDP) from s to t in a polyhedral terrain. We present two approximation algorithms that solve the SDP problem on general terrains. We also introduce a generalization of the shortest descending path problem, called the shortest gently descending path (SGDP) problem, where a path descends, but not too steeply. The additional constraint to disallow a very steep descent makes the paths more realistic in practice. We present two approximation algorithms to solve the SGDP problem on general terrains. All of our algorithms are simple, robust and easy to implement.
A path from s to t on a polyhedral terrain is descending if the height of a point p never increases while we move p along the path from s to t. Although a shortest path on a terrain unfolds to a straight line, a shortest descending path (SDP) does not. We give a full characterization of the bend angles of an SDP, showing that they follow a generalized form of Snell's law of refraction of light. The complexity of finding SDPs is open—only approximation algorithms are known. We reduce the SDP problem to the problem of finding an SDP through a given sequence of faces. We give polynomial time algorithms for SDPs on two special classes of terrains, but argue that the general case will be difficult.
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