Visibility and intersection problems in plane geometry
Discrete & Computational Geometry
Determining the separation of preprocessed polyhedra: a unified approach
Proceedings of the seventeenth international colloquium on Automata, languages and programming
Ray shooting and other applications of spanning trees with low stabbing number
SIAM Journal on Computing
Applications of a new space-partitioning technique
Discrete & Computational Geometry
Reporting points in halfspaces
Computational Geometry: Theory and Applications
Ray shooting and parametric search
SIAM Journal on Computing
A pedestrian approach to ray shooting: shoot a ray, take a walk
SODA '93 Selected papers from the fourth annual ACM SIAM symposium on Discrete algorithms
Ray Shooting Amidst Convex Polyhedra and PolyhedralTerrains in Three Dimensions
SIAM Journal on Computing
Davenport-Schinzel sequences and their geometric applications
Davenport-Schinzel sequences and their geometric applications
Ray Shooting Amidst Spheres in Three Dimensions and Related Problems
SIAM Journal on Computing
Ray Shooting, Depth Orders and Hidden Surface Removal
Ray Shooting, Depth Orders and Hidden Surface Removal
Almost Tight Upper Bounds for Vertical Decompositions in Four Dimensions
FOCS '01 Proceedings of the 42nd IEEE symposium on Foundations of Computer Science
Ray shooting amid balls, farthest point from a line, and range emptiness searching
SODA '05 Proceedings of the sixteenth annual ACM-SIAM symposium on Discrete algorithms
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The paper presents two algorithms involving shooting in three dimensions. We first present an algorithm for performing ray shooting amid several special classes of n triangles in three dimensions, including sets of fat triangles, and sets of triangles stabbed by a common line. In all these special cases, our technique requires near-linear pre-processing and storage, and answers a query in O(n2/3+ε) time. This improves the best known result of O(n3/4+ε) query time (with near-linear storage) for general triangles. The second algorithm handles stone-throwing amid arbitrary triangles in 3-space, where the curves along which we shoot are vertical parabolic arcs that are trajectories of stones thrown under gravity. We present an algorithm that answers stone-throwing queries in O(n3/4+ε) time, using near linear storage and preprocessing. As far as we know, this is the first nontrivial solution of this problem. Several extensions of both algorithms are also presented.