The straight skeleton may be computed by simulating the shrinking process by which it is defined; a number of variant algorithms for computing it have been proposed, differing in the assumptions they make on the input and in the
data structures they use for detecting combinatorial changes in the input polygon as it shrinks. The following algorithms consider an input that forms a polygon, a
polygon with holes, or a PSLG. For a polygonal input we denote the number of vertices by
n and the number of reflex (concave, i.e., angle greater than ) vertices by
r. If the input is a PSLG then we consider the initial wavefront structure, which forms a set of polygons, and again denote by
n the number of vertices and by
r the number of reflex vertices w.r.t. the propagation direction. Most of the algorithms listed here are designed and analyzed in the
real RAM model of computation. • Aichholzer et al. • Petr Felkel and Štěpán Obdržálek designed an algorithm for simple polygons that is said to have an efficiency of O(
nr +
n log
r). However, it has been shown that their algorithm is incorrect. • By using data structures for the
bichromatic closest pair problem,
Eppstein and Erickson showed how to construct straight skeleton problems using a linear number of closest pair data structure updates. A closest pair data structure based on
quadtrees provides an O(
nr +
n log
n) time algorithm, or a significantly more complicated data structure leads to the better asymptotic time bound , or more simply , where ε is any constant greater than zero. This remains the best worst-case time bound known for straight skeleton construction with unrestricted inputs, but is complicated and has not been implemented. • For
simple polygons in
general position, the problem of straight skeleton construction is easier. Cheng, Mencel, and Vigneron showed how to compute the straight skeleton of simple polygons in time O(
n log
n log
r +
r4/3 + ε). In the worst case,
r may be on the order of
n, in which case this time bound may be simplified to O(
n4/3+ε). If the vertices of the input polygon have O(log n)-bit rational coordinates, their algorithm can be improved to run in O(
n log
n) time, even if the input polygon is not in
general position. • A
monotone polygon with respect to a line
L is a polygon with the property that every line orthogonal to
L intersects the polygon in a single interval. When the input is a monotone polygon, its straight skeleton can be constructed in time O(
n log2
n). == Applications ==