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Visibility graph

A visibility graph is an undirected graph in where the nodes represent geometric entities such as points, , or edges in a , and edges connect pairs of nodes if the corresponding entities are mutually visible, meaning the straight-line joining them lies entirely within the and does not intersect any obstacles. These graphs are fundamental for modeling line-of-sight relationships in polygonal , with the most common variant being the visibility graph of a , where nodes are the polygon's and edges include the boundary edges plus internal diagonals that do not cross the polygon's interior improperly. Visibility graphs play a central role in path planning and for robots or agents navigating obstacle-filled spaces, as the shortest path between two points avoiding obstacles lies along edges of the , enabling efficient computation of optimal trajectories using algorithms like Dijkstra's or A*. Construction of a typically involves determining pairwise , which can be done in optimal time for polygons using rotational sweep techniques, achieving O(n log n + k) complexity where n is the number of vertices and k is the number of edges in the . Key properties include the guarantee that the contains the polygon's boundary as a cycle and that it is planar for polygons, though recognizing whether a given is a is NP-hard in general. Extensions of visibility graphs address variations such as terrain visibility (where visibility is constrained to above the ground), weak visibility (partial overlap suffices), or higher dimensions, with applications extending to , , and sensor network deployment. In practice, for environments with polygonal obstacles, the graph is augmented with start and points, and obstacles may be "grown" to account for , ensuring collision-free paths. Despite their utility, visibility graphs can become dense (up to quadratic size), motivating approximations and heuristics for large-scale problems.

Fundamentals

Definition

A visibility graph is defined in the context of within the , where the environment consists of a set of obstacles modeled as simple polygons (possibly with holes) or line segments. The free space is the complement of these obstacles, representing the unobstructed region available for movement or line-of-sight connections. Visibility between two points in this setting means that the straight-line segment connecting them lies entirely within the free space, without intersecting the interior of any obstacle (though touching boundaries may be allowed depending on the variant). Formally, a G = (V, E) is an undirected where the set V consists of a set of points, typically the vertices of the obstacles (or additional points like start and goal locations in path-planning contexts). An edge (u, v) \in E exists between two vertices u, v \in V the uv is entirely contained in the free space, establishing mutual visibility. The visibility graph method was pioneered by Nilsson in 1969 for among obstacles, with Lozano-Pérez and Wesley developing an influential in 1979 for collision-free paths among polyhedral obstacles. For example, consider a simple with two non-convex polygonal obstacles separated by free space; the visibility graph would connect vertices that have direct line-of-sight, such as those on convex hulls facing each other, but omit edges blocked by protruding parts of the polygons, resulting in a sparser graph than a on the same vertices. Unlike general , visibility graphs are inherently geometric, with vertices embedded in 2D space and edges constrained by visibility rather than arbitrary connectivity, ensuring that the graph encodes spatial relationships for applications like .

Historical Development

The concept of visibility graphs emerged in the late 1960s within the field of and , with Nils Nilsson's pioneering work on for autonomous systems introducing the foundational idea of using visibility-based graphs to compute shortest paths around obstacles. This approach was formalized in Nilsson's research on the Shakey robot project, where visibility relations were employed to model navigable spaces in environments with polygonal barriers, marking an early geometric application for . In the 1980s, efforts to characterize and compute visibility graphs advanced, with ElGindy and Avis (1981) providing an output-sensitive algorithm for their construction in simple polygons. The framework gained recognition in related areas, such as the , where visibility graphs facilitated guard placement and illumination analysis in simple polygons, as detailed in Joseph O'Rourke's seminal 1987 monograph on art gallery theorems. While the geometric visibility graph remains central to and path planning, analogous concepts have been adapted for other domains, such as mapping time series data to via visibility criteria, as proposed by Lucas Lacasa and colleagues in 2008. Ongoing research as of 2025 explores further applications and integrations, including with for in spatiotemporal data.

Construction

Basic Algorithms

The construction of visibility graphs for simple polygons without holes relies on foundational algorithms that determine mutual visibility between vertices. These methods apply to both polygons, where every pair of vertices is visible and the graph is complete, and non- polygons, where vertices may obstruct lines of sight. The algorithms assume the polygon is given in boundary order and focus on checking whether the connecting two vertices lies entirely within the polygon without crossing any edges improperly. One basic approach is the rotational sweep algorithm, which computes the visibility graph by determining the visible vertices from each polygon vertex in turn. For a fixed vertex v, a ray originating at v is rotated continuously around v in a full 360-degree sweep, tracking intersections with the polygon boundary. As the ray sweeps, it identifies tangent points to other vertices w, adding an edge vw to the graph if w is the first unobstructed vertex encountered in that direction; subsequent vertices in the same angular sector are checked for blockage by intervening edges. This process uses a stack to maintain the active portion of the boundary chain visible from v, updating it as the ray rotates past each vertex. The algorithm handles non-convexity by popping blocked portions from the stack when the ray encounters reflex chains. The time complexity is O(n^2) for a polygon with n vertices, as visibility from each of the n vertices takes O(n) time using the linear-time visibility polygon computation. The angular sorting method provides an alternative foundational technique, particularly suited for simple polygonal obstacles. From each v, the remaining n-1 vertices are sorted in angular order around v, using the polar angle relative to a reference direction (e.g., the positive x-axis from v), with ties broken by distance to ensure closer vertices precede farther ones in the same direction. is then checked sequentially along this sorted order: for each pair of consecutive vertices w_i and w_{i+1} in the angular list, the v w_{i+1} is tested for with all edges that lie between the angles of w_i and w_{i+1}; if no occurs and the remains inside the , w_{i+1} is visible, and an edge is added. This reduces redundant checks by focusing on potential blockers in narrow angular windows. For simple polygons, the sorting step takes O(n \log n) per (total O(n^2 \log n)), and with naive queries the overall is O(n^3), though optimized variants achieve better performance. To illustrate, consider a simple non-convex with vertices labeled A(0,0), B(3,1), C(1,2), D(4,3), and E(2,0) in counterclockwise order, where C forms a indentation. Starting from vertex A, the angular sort orders the other vertices as E (closest, angle ~0°), B (~18°), D (37°), C (68°). Checking consecutive pairs: segment AB has no blocking edges, so add AB; AD clears with no intersections in the 18°-37° window, adding AD; AC is visible as it only meets the boundary at endpoints and lies inside the . From B, the sort might yield A ( -18°), E ( -45°), C (~30°), D (~50°), adding BA (boundary), BC (boundary), BD (clear). Repeating for all vertices yields the full , demonstrating how non-convexity prunes some potential connections. In a convex case, such as a regular , all 5 possible internal edges would be added.

Advanced Techniques

One prominent advanced technique for efficient visibility graph construction is the rotational plane sweep algorithm, which achieves O(n² log n) by performing a full 360-degree sweep around each while maintaining a dynamic status structure, typically a balanced , to track the radial order of obstacle edges and detect visibility transitions without exhaustive pairwise checks. This method, originally proposed by , significantly reduces computational overhead in environments with non-intersecting obstacles by processing events where the sweep line becomes tangent to edges. For simple polygons, optimal worst-case O(n²) algorithms exist, matching the Θ(n²) size of the in dense cases; Asano et al. introduced a combining angular and a dynamic to incrementally add visibility edges during sweeps, ensuring constant-time updates per event. Welzl's independent O(n²) approach uses a similar sweep paradigm with greedy to prune invalid visibilities early. These techniques leverage the polygon's boundary to avoid general intersection complexities. In environments with holes or disjoint obstacles, output-sensitive algorithms address by first computing a in O(n log n) time and then using corridor or structures to propagate visibilities across connected components; Ghosh and Mount's method constructs the full visibility graph in O(n log n + k) time, where k is the number of edges, by decomposing the space into trapezoid-like regions via the dual of the and querying adjacencies for extensions. This extension handles holes by treating them as inner boundaries in the , enabling efficient bitangent computations for cross-hole visibilities. Three-dimensional extensions adapt these ideas by focusing on common planes between polyhedra, where bitangents—pairs of tangents sharing a common supporting —define visibility edges between vertices on different obstacles; algorithms for the 3D visibility complex compute these structures in O(n^4) worst-case time using generalized rotational sweeps over spherical projections, though probabilistic bounds of O(n^{8/3}) apply for typical scenes, ensuring mutual visibility only for non-penetrating tangents. This approach, building on 2D sweeps, integrates with aspect graphs for polyhedral scenes to output the 3D visibility skeleton. For large-scale or dynamic environments, approximation algorithms employ sampling to mitigate exact construction costs; integrating probabilistic roadmaps (PRM) with selective visibility queries approximates the graph by sampling points on obstacle boundaries and connecting visible subsets, achieving (1+ε)-approximate shortest paths in O(n log n / ε²) expected time for high-dimensional spaces. In dynamic settings with moving obstacles, incremental variants recompute local visibility subgraphs around altered regions using event queues, as in visibility maintenance for robotic swarms, enabling updates in O(k log n) per change where k is the affected edge count. A representative example is quadtree-based partitioning for sparse environments, which hierarchically approximates visibility polygons to build a reduced graph in O(n log n) time, suitable for real-time path replanning amid transient obstacles. Developments since 2019 include GPU-accelerated parallelizations, such as merge path-based algorithms for regions among segments, which extend to via batched ray-obstacle intersection tests, yielding speedups of up to 76x over CPU implementations for n up to 10⁵ in non-intersecting scenes. These leverage kernels for concurrent sweep events, addressing bottlenecks in status maintenance for massive datasets in simulation and applications. More recent CPU-GPU methods (as of ) further accelerate for temporal and dynamic data.

Properties

Graph-Theoretic Characterization

Visibility graphs of simple polygons possess several notable graph-theoretic properties. A key structural feature is their Hamiltonicity: the visibility graph of any simple polygon is Hamiltonian, as the polygon's boundary forms a Hamiltonian cycle, with consecutive vertices connected by edges that are visible along the boundary. This cycle visits every vertex exactly once and returns to the starting vertex, providing a traversal of all vertices via visible segments. The proof follows directly from the definition, as boundary edges are a subset of visibility edges, ensuring the cycle exists without additional visibility checks. Another important property is that visibility graphs of simple polygons are cop-win graphs in the context of the cops and robbers pursuit-evasion game. In this game, played on an undirected , one cop and one robber alternate moves along or stay in place, with the cop winning by occupying the robber's . Visibility graphs are cop-win because they are dismantlable: a is dismantlable if vertices can be successively removed (dismantled) such that each removed vertex is dominated by a remaining (i.e., all its neighbors are adjacent to the dominator). For visibility graphs, dismantlability is established by on the number of vertices, identifying a visibility-increasing edge where one dominates the other, allowing sequential reduction to a trivial . This dismantlability implies a winning strategy for the cop, who can force the robber into a corner by mirroring the dismantling order. The problem for visibility graphs—determining whether a given undirected is the visibility of some polygon—remains a central open question in and . In general, for visibility graphs of point sets in the plane (without a polygonal boundary), is NP-hard and complete for the existential theory of the reals (∃ℝ), meaning it can be reduced to deciding the existence of real solutions to a of inequalities, with no known -time . For visibility graphs of simple polygons specifically, the problem is neither known to be in NP nor NP-hard, and no -time exists, despite partial characterizations and necessary conditions proposed in the . Visibility graphs do not belong to certain well-studied graph classes, such as perfect graphs or . A is perfect if, for every , the chromatic number equals the number; visibility graphs fail this, as counterexamples exist containing induced odd cycles of length at least 5 (e.g., a C_5), which require more colors than their maximum size of 2. Similarly, have no induced cycles of length 4 or more; visibility graphs violate this, with examples featuring induced C_4 or longer chordless cycles, disqualifying them from the class. These counterexamples, often constructed from specific polygonal configurations, highlight that visibility graphs form a distinct family outside these hierarchies.

Geometric and Computational Properties

Visibility graphs of polygonal environments embed shortest paths between vertices as sequences of straight-line s connecting mutually visible vertices, where each such represents an unobstructed within the free space. These paths are optimal because any shorter route would violate visibility constraints imposed by the obstacles, ensuring the graph captures the structure of the domain. In particular, for environments with smooth or curved obstacles, the relevant s often include bitangents—common tangent lines between obstacle boundaries—that allow paths to graze obstacles without penetrating them, forming the backbone of the . The length of such a path p = v_1, v_2, \dots, v_k, where each consecutive pair (v_i, v_{i+1}) is connected by a visibility , is given by the sum of distances: l(p) = \sum_{i=1}^{k-1} \| v_i - v_{i+1} \|_2, where \| \cdot \|_2 denotes the L2 (Euclidean) norm; this formulation directly embeds the metric of the plane into the graph, enabling efficient computation via shortest-path algorithms like Dijkstra's applied to the weighted visibility graph. A key geometric property of visibility graphs is their potential density, which can reach \Theta(n^2) edges in the worst case. For instance, when the vertices form a convex polygon with no interior obstacles, the visibility graph coincides with the complete graph K_n, where every pair of vertices is mutually visible, yielding exactly \binom{n}{2} = \frac{n(n-1)}{2} edges. This dense structure highlights the graph's capacity to represent fully open environments but also underscores challenges in sparse cases, such as comb-shaped polygons where visibility is restricted, leading to O(n) edges. Such density variations influence both theoretical analysis and practical implementations, as high-edge counts amplify storage and traversal costs. From a computational , constructing a for a simple polygon with n vertices can be done in optimal O(n + k) time, where k is the number of edges in the (up to Θ(n^2) in the worst case); this output-sensitive bound is achieved using advanced algorithms such as those combining linear-time with visibility propagation. mirrors this, demanding O(n + k) storage to accommodate the edge set, though sparse representations (e.g., adjacency lists) are used in practice. These complexities arise from determining pairwise visibility, but optimizations like rotational sweeps achieve the optimal guarantee for simple polygons. Visibility graphs also exhibit connections to geometric optimization problems, notably through dominating sets that relate to the art gallery theorem. In this context, a dominating set in the visibility graph corresponds to a set of vertex guards such that every other vertex is either in the set or adjacent via a visibility edge, ensuring coverage of the entire polygon interior under vertex-guard assumptions. Chvátal's theorem guarantees the existence of such a set of size at most \lfloor n/3 \rfloor = O(n), providing an upper bound on the minimum number of guards needed; this bound is tight, as demonstrated by comb polygons requiring \Omega(n) guards. These sets facilitate efficient surveillance modeling, where the visibility edges represent lines of sight from guard positions.

Applications

Path Planning and Motion

Visibility graphs play a central role in path planning and motion for robots navigating environments with , enabling the computation of optimal collision-free paths by modeling direct line-of-sight connections between key points. In such applications, the graph's vertices typically include obstacle corners and start/goal positions, while edges represent unobstructed paths between mutually visible vertices. This structure facilitates efficient shortest path finding, which is essential for tasks requiring precise . To compute the shortest path from a start s to a goal t, the visibility graph is first constructed, with each weighted by the between its endpoints. is then applied to find the minimum-weight path in the graph, yielding the globally optimal path that avoids . The time of this process, assuming a implementation of Dijkstra, is O(|V| \log |V| + |E|), where |V| is the number of vertices (proportional to vertices) and |E| is the number of (up to in |V| in the worst case). This approach guarantees optimality for point robots in static polygonal environments. In , visibility graphs are adapted for non-point robots by expanding obstacles outward by the robot's radius, transforming the problem into finding a path for an equivalent point robot in the expanded configuration space. This ensures collision-free motion while preserving the shortest path optimality among feasible routes. For instance, in , autonomous guided vehicles use visibility graphs on expanded polygons to compute efficient paths between locations, minimizing travel time in cluttered layouts. Such methods are widely implemented in for static or semi-static settings. Visibility graphs provide an exact solution to the shortest path problem among polygonal obstacles, where the optimal path bends only at obstacle vertices. Unlike the funnel algorithm, which efficiently computes shortest paths within a single simple or corridor-like decompositions in linear time after preprocessing, visibility graphs handle multiple disjoint obstacles more directly but at higher preprocessing cost. The funnel method, introduced by and Preparata in 1984, is faster for certain decomposable environments but requires additional steps. For dynamic environments where obstacles move or appear in , variants of visibility graphs enable adaptive path planning. Recent approaches, such as dynamic visibility updates that incrementally modify the graph upon environmental changes, support fast replanning in unknown terrains, achieving sub-second computation for robot navigation in cluttered spaces. These methods, often integrated with sensor data like , address limitations of static graphs by prioritizing edge recomputations along the current path, as demonstrated in post-2020 systems for and mobile platforms.

Analysis and Optimization

In analysis, visibility graphs provide a powerful tool for transforming sequential data into to uncover hidden patterns such as periodicity and . The natural visibility algorithm, proposed by Lacasa et al. in 2008, constructs the by treating each data point as a and drawing edges between nodes whose corresponding values maintain line-of-sight without interception by intermediate points, effectively mapping the series' structure onto . This approach enables the detection of periodic signals through regular degree distributions and chaotic regimes via scale-free properties, offering advantages over traditional methods like by preserving nonlinear dynamics. Extending to dynamical systems, visibility graphs serve as a bridge between time series data and , facilitating by quantifying system complexity through metrics like visibility graph . Horizontal visibility graph , for instance, measures the disorder in network structure derived from , with lower indicating ordered (periodic) behavior and higher values signaling chaotic dynamics, as demonstrated in analyses of nonlinear systems such as EEG signals from activity. This -based approach has proven effective for predicting future states in complex systems by correlating graph measures with Lyapunov exponents, providing a robust indicator of predictability in applications. In optimization contexts like placement and , visibility graphs optimize coverage and connectivity by modeling line-of-sight relationships, where node degrees quantify the visibility extent for each position. For deployment, the graph helps select locations that maximize mutual visibility to ensure signal across terrains, minimizing blind spots in networks. Similarly, in and , visibility graphs assess sightlines between key points to enhance spatial and aesthetic flow, as explored in methodologies that integrate isovist fields with analysis for building layouts. degree serves as a measure here, guiding decisions to balance openness and privacy in designs. Recent advancements in the have expanded graphs into network optimization and AI-driven , addressing dynamic and data-intensive challenges. In network optimization, encoded as visibility graphs enable fitting for forecasting market behaviors, such as fluctuations in the electricity sector, where graph properties optimize parameter estimation for improved accuracy over linear models. In AI applications for urban design, visibility graphs integrate with geospatial AI frameworks to analyze multi-scale visibility for resilience planning, including flood risk assessment and street-level imagery processing to simulate human-scale perceptions and optimize layouts for . These uses highlight the graph's role in handling for real-world optimization, with and degree metrics informing AI algorithms for predictive urban modeling.

Visibility in Polygons

In the context of simple polygons, a visibility graph is formed by taking the polygon's vertices as nodes and connecting two nodes with an edge if the line segment between them lies entirely within the polygon, excluding the boundary except at endpoints. This graph captures all possible internal diagonals and boundary edges that do not cross the polygon's exterior. The visibility polygon from a specific point q inside or on the boundary of a simple polygon P with n vertices is the star-shaped subpolygon consisting of all points in P visible from q, which can be computed in optimal O(n) time using a radial sweep algorithm that processes boundary edges in angular order around q. A prominent application of visibility graphs in polygons is the , which seeks to place the minimum number of at vertices such that every point in the is visible to at least one . Chvátal's art gallery theorem establishes that \lfloor n/3 \rfloor vertex are always sufficient to cover a simple with n vertices, and this bound is tight, as demonstrated by "" polygons requiring exactly that many . The proof involves triangulating the —adding non-crossing diagonals to divide it into n-2 triangles—then 3-coloring the vertices of the triangulated ; the smallest color class provides the guard positions, ensuring coverage via along diagonals and edges. In terms of the visibility graph, selecting corresponds to finding a where each (face) is incident to at least one , though the minimum such cover is NP-hard to compute even for vertex in simple . Visibility graphs also underpin polygon decomposition techniques, where the goal is to a simple into simpler subpolygons using visibility-based diagonals. , a fundamental , adds n-3 non-crossing diagonals to yield n-2 triangles and can be performed in O(n) time via ear-clipping or monotone polygon chaining, with all diagonals being edges in the visibility graph. More generally, any simple can be decomposed into O(n) weakly visible subpolygons in linear time; a subpolygon is weakly visible from a designated boundary edge e if every point inside it is visible to some point on e, allowing efficient guarding or within each piece. In contrast, strong visibility from e requires every interior point to see the entire edge e, a stricter condition that holds precisely for star-shaped subpolygons, where the (intersection of all half-planes defined by edges) is non-empty and contains a point from which the whole subpolygon is visible. For example, a comb-shaped may be weakly visible from its base edge but not strongly visible, as distant "teeth" obscure parts of the base from certain interior points, whereas a satisfies both conditions trivially.

Extensions and Variants

Visibility graphs have been extended to three-dimensional environments, particularly for polyhedral obstacles, where vertices are connected if the straight-line segment between them lies entirely in the free space and does not intersect the interior of any . In settings, these graphs facilitate visibility computations essential for applications like hidden surface removal in . Construction of visibility graphs is more computationally intensive than in due to volumetric occlusions. Surface visibility in polyhedra is closely tied to ray tracing, where visibility edges enable efficient ray-shooting queries for rendering, with preprocessing times supporting O(log n) per query in terrains. Dynamic variants address environments with moving obstacles by employing space-time extensions of visibility graphs or local update methods to handle changes without full recomputation, ensuring collision-free planning in real-time scenarios like robotics navigation. Probabilistic variants, such as visibility-based probabilistic roadmaps (PRMs), sample configurations and connect nearby nodes only if visible, reducing graph density while preserving ; in asymptotically optimal PRM* planners, this visibility check enhances path quality by favoring straight-line segments. Terrain visibility graphs restrict visibility to lines of sight along the surface of polyhedral , often modeled as x-monotone chains, for applications in mountain analysis and topographic mapping. These graphs connect vertices if the terrain between them does not the , enabling efficient computation of visible regions from . Specific algorithms for terrains leverage the 1.5D structure, using methods like rotational sweeps, to efficiently construct the graph. Recent work integrates and with visibility graphs for enhanced path planning in complex environments.