discrete path encoded by its Freeman chain code. The basic data structure uses an enriched
version of the data structure introduced by Brlek, Koskas and Provençal: using quadtrees for
representing points in the discrete plane ℤ× ℤ with neighborhood links, deciding path
intersection is achievable in linear time and space. By combining the well-known wall
follower algorithm for traversing mazes, we obtain the desired result with two passes …