Carving Polytopes with Saws in 3D
Eliot W. Robson, Jack Spalding-Jamieson, Da Wei Zheng
TL;DR
This work studies carving 3D polytopes using two cut models: half-plane cuts and bounded-length ray sweeps. It provides a formal carveability notion, a complete characterization for half-plane carveability, and two decision algorithms with tight running times: a deterministic $O(n^2)$ method and a Las Vegas randomized $O(n^{3/2+\varepsilon})$ method, together with an $O(n^5)$ algorithm for ray sweeps that can output an explicit carving when feasible. The core techniques rely on face-plane projections, convex-hull tangents, and Clarkson–Shor sampling to efficiently manage geometric interactions across all faces. The results advance the theory of 3D cutting with practical, implementable procedures and illuminate open directions for subquadratic Half-Plane carving and optimized ray-sweep carving, with potential applications in computerized sculpture, manufacturability analysis, and CAD tooling.
Abstract
We investigate the problem of carving an $n$-face triangulated three-dimensional polytope using a tool to make cuts modelled by either a half-plane or sweeps from an infinite ray. In the case of half-planes cuts, we present a deterministic algorithm running in $O(n^2)$ time and a randomized algorithm running in $O(n^{3/2+\varepsilon})$ expected time for any $\varepsilon>0$. In the case of cuts defined by sweeps of infinite rays, we present an algorithm running in $O(n^5)$ time.
