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1.
Geodesic based Voronoi diagrams play an important role in many applications of computer graphics. Constructing such Voronoi diagrams usually resorts to exact geodesics. However, exact geodesic computation always consumes lots of time and memory, which has become the bottleneck of constructing geodesic based Voronoi diagrams. In this paper, we propose the window‐VTP algorithm, which can effectively reduce redundant computation and save memory. As a result, constructing Voronoi diagrams using the proposed window‐VTP algorithm runs 3–8 times faster than Liu et al.'s method [ LCT11 ], 1.2 times faster than its FWP‐MMP variant and more importantly uses 10–70 times less memory than both of them.  相似文献   

2.
We propose a new isotropic remeshing method, based on Centroidal Voronoi Tessellation (CVT) . Constructing CVT requires to repeatedly compute Restricted Voronoi Diagram (RVD) , defined as the intersection between a 3D Voronoi diagram and an input mesh surface. Existing methods use some approximations of RVD. In this paper, we introduce an efficient algorithm that computes RVD exactly and robustly. As a consequence, we achieve better remeshing quality than approximation-based approaches, without sacrificing efficiency. Our method for RVD computation uses a simple procedure and a kd -tree to quickly identify and compute the intersection of each triangle face with its incident Voronoi cells. Its time complexity is O ( m log n ), where n is the number of seed points and m is the number of triangles of the input mesh. Fast convergence of CVT is achieved using a quasi-Newton method, which proved much faster than Lloyd's iteration. Examples are presented to demonstrate the better quality of remeshing results with our method than with the state-of-art approaches.  相似文献   

3.
We study the Hausdorff Voronoi diagram of point clusters in the plane, a generalization ofVoronoi diagrams based on the Hausdorff distance function. We derive a tight combinatorial bound on the structural complexity of this diagram and present a plane sweep algorithm for its construction. In particular, we show that the size of the Hausdorff Voronoi diagram is (n + m), where n is the number of points on the convex hulls of the given clusters, and m is the number of crucial supporting segments between pairs of crossing clusters. The plane sweep algorithm generalizes the standard plane sweep paradigm for the construction of Voronoi diagrams with the ability to handle disconnected Hausdorff Voronoi regions. The Hausdorff Voronoi diagram finds direct application in the problem of computing the critical area of a VLSI layout, a measure reflecting the sensitivity of the VLSI design to spot defects during manufacturing.  相似文献   

4.
In robotics, grid maps are often used for solving tasks like collision checking, path planning, and localization. Many approaches to these problems use Euclidean distance maps (DMs), generalized Voronoi diagrams (GVDs), or configuration space (c-space) maps. A key challenge for their application in dynamic environments is the efficient update after potential changes due to moving obstacles or when mapping a previously unknown area. To this end, this paper presents novel algorithms that perform incremental updates that only visit cells affected by changes. Furthermore, we propose incremental update algorithms for DMs and GVDs in the configuration space of non-circular robots. These approaches can be used to implement highly efficient collision checking and holonomic path planning for these platforms. Our c-space representations benefit from parallelization on multi-core CPUs and can also be integrated with other state-of-the-art path planners such as rapidly-exploring random trees.In various experiments using real-world data we show that our update strategies for DMs and GVDs require substantially less cell visits and computation time compared to previous approaches. Furthermore, we demonstrate that our GVD algorithm deals better with non-convex structures, such as indoor areas. All our algorithms consider actual Euclidean distances rather than grid steps and are easy to implement. An open source implementation is available online.  相似文献   

5.
We present an isosurface meshing algorithm, DelIso, based on the Delaunay refinement paradigm. This paradigm has been successfully applied to mesh a variety of domains with guarantees for topology, geometry, mesh gradedness, and triangle shape. A restricted Delaunay triangulation, dual of the intersection between the surface and the three-dimensional Voronoi diagram, is often the main ingredient in Delaunay refinement. Computing and storing three-dimensional Voronoi/Delaunay diagrams become bottlenecks for Delaunay refinement techniques since isosurface computations generally have large input datasets and output meshes. A highlight of our algorithm is that we find a simple way to recover the restricted Delaunay triangulation of the surface without computing the full 3D structure. We employ techniques for efficient ray tracing of isosurfaces to generate surface sample points, and demonstrate the effectiveness of our implementation using a variety of volume datasets.  相似文献   

6.
Restricted Voronoi diagrams are a fundamental geometric structure used in many applications such as surface reconstruction from point sets or optimal transport. Given a set of sites V = { v k}nk=1 ? ?d and a mesh X with vertices in ?d connected by triangles, the restricted Voronoi diagram partitions X by computing for each site the portion of X for which the site is the nearest. The restricted Voronoi diagram is the intersection between the regular Voronoi diagram and the mesh. Depending on the site distribution or the ambient space dimension computing the regular Voronoi diagram may not be feasible using classical algorithms. In this paper, we extend Lévy and Bonneel's approach [ LB12 ] based on nearest neighbor queries. We show that their method is limited when the sites are not located on X . We propose a new algorithm for computing restricted Voronoi which reduces the number of sites considered for each triangle of the mesh and scales smoothly when the sites are far from the surface.  相似文献   

7.
This paper presents a practical polyline approach for approximating the Hausdorff distance between planar free-form curves. After the input curves are approximated with polylines using the recursively splitting method, the precise Hausdorff distance between polylines is computed as the approximation of the Hausdorff distance between free-form curves, and the error of the approximation is controllable. The computation of the Hausdorff distance between polylines is based on an incremental algorithm that computes the directed Hausdorff distance from a line segment to a polyline. Furthermore, not every segment on polylines contributes to the final Hausdorff distance. Based on the bound properties of the Hausdorff distance and the continuity of polylines, two pruning strategies are applied in order to prune useless segments. The R-Tree structure is employed as well to accelerate the pruning process. We experimented on Bezier curves, B-Spline curves and NURBS curves respectively with our algorithm, and there are 95% segments pruned on approximating polylines in average. Two comparisons are also presented: One is with an algorithm computing the directed Hausdorff distance on polylines by building Voronoi diagram of segments. The other comparison is with equation solving and pruning methods for computing the Hausdorff distance between free-form curves.  相似文献   

8.
We introduce a new method for computing the geodesic Voronoi diagram of point sites in a simple polygon and other restricted polygonal domains. Our method combines a sweep of the polygonal domain with the merging step of a usual divide-and-conquer algorithm. The time complexity is O((n+k) log(n+k)) where n is the number of vertices and k is the number of points, improving upon previously known bounds. Space is O(n+k) . Other polygonal domains where our method is applicable include (among others) a polygonal domain of parallel disjoint line segments and a polygonal domain of rectangles in the L 1 metric. Received February 15, 1996; revised November 2, 1996.  相似文献   

9.
Apollonius diagrams, also known as additively weighted Voronoi diagrams, are an extension of Voronoi diagrams, where the weighted distance is defined by the Euclidean distance minus the weight. The bisectors of Apollonius diagrams have a hyperbolic form, which is fundamentally different from traditional Voronoi diagrams and power diagrams. Though robust solvers are available for computing 2D Apollonius diagrams, there is no practical approach for the 3D counterpart. In this paper, we systematically analyze the structural features of 3D Apollonius diagrams, and then develop a fast algorithm for robustly computing Apollonius diagrams in 3D. Our algorithm consists of vertex location, edge tracing and face extraction, among which the key step is to adaptively subdivide the initial large box into a set of sufficiently small boxes such that each box contains at most one Apollonius vertex. Finally, we use centroidal Voronoi tessellation (CVT) to discretize the curved bisectors with well-tessellated triangle meshes. We validate the effectiveness and robustness of our algorithm through extensive evaluation and experiments. We also demonstrate an application on computing centroidal Apollonius diagram.  相似文献   

10.
Let X = {f1, …, fn} be a set of scalar functions of the form fi : ?2 → ? which satisfy some natural properties. We describe a subdivision algorithm for computing a clustered ε‐isotopic approximation of the minimization diagram of X. By exploiting soft predicates and clustering of Voronoi vertices, our algorithm is the first that can handle arbitrary degeneracies in X, and allow scalar functions which are piecewise smooth, and not necessarily semi‐algebraic. We apply these ideas to the computation of anisotropic Voronoi diagram of polygonal sets; this is a natural generalization of anisotropic Voronoi diagrams of point sites, which extends multiplicatively weighted Voronoi diagrams. We implement a prototype of our anisotropic algorithm and provide experimental results.  相似文献   

11.
平面点集二阶Voronoi图的性质及算法   总被引:3,自引:0,他引:3       下载免费PDF全文
本文叙述作者新近发现的平面点集二阶Voronoi图的一些性质,并依据这些性质设计了构造二阶Voronoi图的一种算法,算法的时间复杂性为O(nlogn),优于J-D Boissonna t和M Yvinec所著Algorithmic Geometry一书中提出的算法。  相似文献   

12.
We present an algorithm to compute an approximation of the generalized Voronoi diagram (GVD) on arbitrary collections of 2D or 3D geometric objects. In particular, we focus on datasets with closely spaced objects; GVD approximation is expensive and sometimes intractable on these datasets using previous algorithms. With our approach, the GVD can be computed using commodity hardware even on datasets with many, extremely tightly packed objects. Our approach is to subdivide the space with an octree that is represented with an adjacency structure. We then use a novel adaptive distance transform to compute the distance function on octree vertices. The computed distance field is sampled more densely in areas of close object spacing, enabling robust and parallelizable GVD surface generation. We demonstrate our method on a variety of data and show example applications of the GVD in 2D and 3D.  相似文献   

13.
It is well known that, using standard models of computation, Ω(n logn) time is required to build a Voronoi diagram forn point sites. This follows from the fact that a Voronoi diagram algorithm can be used to sort. However, if the sites are sorted before we start, can the Voronoi diagram be built any faster? We show that for certain interesting, although nonstandard, types of Voronoi diagrams, sorting helps. These nonstandard types of Voronoi diagrams use a convex distance function instead of the standard Euclidean distance. A convex distance function exists for any convex shape, but the distance functions based on polygons (especially triangles) lead to particularly efficient Voronoi diagram algorithms. Specifically, a Voronoi diagram using a convex distance function based on a triangle can be built inO (n log logn) time after initially sorting then sites twice. Convex distance functions based on other polygons require more initial sorting.  相似文献   

14.
This paper presents a parallel algorithm for constructing Voronoi diagrams based on point‐set adaptive grouping. The binary tree splitting method is used to adaptively group the point set in the plane and construct sub‐Voronoi diagrams for each group. Given that the construction of Voronoi diagrams in each group consumes the majority of time and that construction within one group does not affect that in other groups, the use of a parallel algorithm is suitable. After constructing the sub‐Voronoi diagrams, we extracted the boundary points of the four sides of each sub‐group and used to construct boundary site Voronoi diagrams. Finally, the sub‐Voronoi diagrams containing each boundary point are merged with the corresponding boundary site Voronoi diagrams. This produces the desired Voronoi diagram. Experiments demonstrate the efficiency of this parallel algorithm, and its time complexity is calculated as a function of the size of the point set, the number of processors, the average number of points in each block, and the number of boundary points. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

15.
This Letter first defines an aspect ratio of a triangle by the ratio of the longest side over the minimal height. Given a set of line segments, any point p in the plane is associated with the worst aspect ratio for all the triangles defined by the point and the line segments. When a line segment si gives the worst ratio, we say that p is dominated by si. Now, an aspect-ratio Voronoi diagram for a set of line segments is a partition of the plane by this dominance relation. We first give a formal definition of the Voronoi diagram and give O(n2+ε) upper bound and Ω(n2) lower bound on the complexity, where ε is any small positive number. The Voronoi diagram is interesting in itself, and it also has an application to a problem of finding an optimal point to insert into a simple polygon to have a triangulation that is optimal in the sense of the aspect ratio.  相似文献   

16.
针对"海量"点组成的平面点集Voronoi图栅格生成算法的效率问题,对其进行易并行性抽象,提出了一种MapReduce模型下基于欧氏距离的Voronoi图栅格生成算法,该算法采用三个MapReduce Job来实现。在第一个MapReduce Job中,将栅格按照隶属代码进行归属分类。在第二个MapReduce Job中,将新数据按照其对应的行号进行归类。在第三个MapReduce Job中,并行生成全局有序的Voronoi图部分文件,并连接各个部分文件,生成最终的Voronoi图。在多个不同大小数据集上的实验结果表明,这种MapReduce模型下的算法部署在Hadoop集群上运行具有较好的加速比和扩展性。  相似文献   

17.
Segmentation is one popular method for geospatial data mining. We propose efficient and effective sequential-scan algorithms for higher-order Voronoi diagram districting. We extend the distance transform algorithm to include complex primitives (point, line, and area), Minkowski metrics, different weights and obstacles for higher-order Voronoi diagrams. The algorithm implementation is explained along with efficiencies and error. Finally, a case study based on trade area modeling is described to demonstrate the advantages of our proposed algorithms.  相似文献   

18.
Xiaotie Deng  Binhai Zhu 《Algorithmica》1999,24(3-4):270-286
We present a randomized algorithm for computing the Voronoi diagram of line segments using coarse-grained parallel machines. Operating on P processors, for any input of n line segments, this algorithm performs O((n log n)/P) local operations per processor, O(n/P) messages per processor, and O(1) communication phases, with high probability for n=Ω(P 3+ε ) . Received June 1, 1997; revised March 10, 1998.  相似文献   

19.
We address the problem of generating quality surface triangle meshes from 3D point clouds sampled on piecewise smooth surfaces. Using a feature detection process based on the covariance matrices of Voronoi cells, we first extract from the point cloud a set of sharp features. Our algorithm also runs on the input point cloud a reconstruction process, such as Poisson reconstruction, providing an implicit surface. A feature preserving variant of a Delaunay refinement process is then used to generate a mesh approximating the implicit surface and containing a faithful representation of the extracted sharp edges. Such a mesh provides an enhanced trade‐off between accuracy and mesh complexity. The whole process is robust to noise and made versatile through a small set of parameters which govern the mesh sizing, approximation error and shape of the elements. We demonstrate the effectiveness of our method on a variety of models including laser scanned datasets ranging from indoor to outdoor scenes.  相似文献   

20.
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