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1.
基于线性八叉树的快速直接体绘制算法   总被引:2,自引:0,他引:2  
提出了基于线性八叉树的加速体绘制算法.利用线性八叉树对物体进行空间剖分,光线投射法跨越体数据集中的空体素,以提高绘制的速度.针对光线穿越体数据时的特殊情况,改进线性八叉树邻域查找的方法,特别是不同尺寸的邻域查找方法,克服了层次八叉树邻域查找的低效率,同时提出了光线离开平面的简洁判定方法,方便光线下一个采样点的计算.实验结果表明,该算法能够有效地提高绘制的速度.  相似文献   

2.
一种基于R-树的空间索引结构   总被引:2,自引:0,他引:2       下载免费PDF全文
为了有效构建R-树,通过分析数据矩形的性质,结合改进的K-均值算法,提出一种用于构建R-树的数据矩形聚类新方法,给出基于R-树和四叉树的空间索引结构以及该空间索引结构的构造算法和节点插入算法。研究结果表明,该索引结构具有更紧凑的结构和更高的空间查询效率。  相似文献   

3.
在传统的基于[K]近邻的算法中,需要为算法设置邻居参数[k]的值,只有具备相关的先验知识才能确定合适的参数值。为了减少参数对于离群点检测的影响,提出了一种无需参数的基于Delaunay三角剖分的离群点检测算法。Delaunay三角剖分是数值分析以及图形学中的重要基础理论,它的构建无需任何参数,在三角剖分图中的每个数据对象与它空间上相邻的点都存在边直接相连,因此可以形成一种有效的邻居关系。算法首先通过Delaunay三角剖分形成每个点的空间邻居集合,然后根据每个点与它们空间邻居之间的分布特征,计算它们的离群程度,根据离群程度的大小判断该点是否为离群点。通过实验与相关的算法比较,算法具有更好的效果。  相似文献   

4.
面向影像金字塔的四叉树空间索引算法   总被引:4,自引:0,他引:4       下载免费PDF全文
基于线性四叉树提出一种面向影像金字塔的空间索引算法。在分析线性四叉树拓扑关系的基础上,设计一个具有方向一致、层次递进特性的编码方式,建立影像金字塔与线性四叉树的映射方案,给出一个按照经度纬度自然增长的邻域查找算法,并构建一个全球多分辨率虚拟地形环境对编码和算法进行测试。实验结果表明,该算法能够明显地缩小空间影像的检索时间,具有较高的编码效率和查找效率。  相似文献   

5.
点云的形状与曲线重建算法   总被引:1,自引:0,他引:1  
针对平面无序带噪点云的曲线重建问题,给出了点云形状的定义并提出了构造点云形状的算法.该算法基于Delaunay三角剖分,在构造好点云的Delaunay三角剖分后对三角剖分进行细化,使得在点云中的点周围形成空间上的局部均匀采样;基于集合论中的基本概念定义点云中内点、外点和边界点,并且明确地定义了点云的形状,根据Delaunay三角剖分细化时,选择不同的参数得到不同层次的点云的形状;选择合适的参数得到相应形状后,通过薄化过程得到具有流形结构的曲线.实验结果表明,采用文中算法得到的重建曲线很好地反映了点云的形状,验证了该算法的有效性.  相似文献   

6.
何艳娜  陈学工 《福建电脑》2012,28(10):110-112
针对三角网格模型,提出了一种基于四叉树的剖切算法。首先将三角面片投影到二维空间,并针对投影后的三角面片建立层次四叉树,然后,通过四叉树来查找第一个与切割面相交的三角形,由此三角形开始,利用三角网络的拓扑关系寻找所有被切割的三角形,最后将剖面进行三角剖分和三角网重构完成剖切。实验结果验证了该算法的可行性和有效性。  相似文献   

7.
文章在介绍动态散列和传统空间索引四叉树的构造方法的基础上,综合二者的优点,提出了一种基于动态散列的空间索引构造算法,该方法改变了传统四叉树通过效率低下的空间对象的递归比较构造索引过程,采用计算机运算效率较高的二进制位运算和位比较的动态散列扩充散列值来构造空间索引。实践证明,该算法大大减少了空间索引的构造时间和效率,具有很高的应用价值。  相似文献   

8.
栾丽华  吉根林 《计算机应用》2005,25(5):1001-1003
以DBSCAN算法为基础,提出一种基于四叉树的快速聚类算法。新算法选择处于核心点的中空球形邻域中的点作为种子点来扩展类,大大减少区域查询的次数,降低I/O开销;使用快速生成的四叉树进行区域查询,在提高查询效率的同时,有效缩短构造空间索引的时间。文中对二维模拟数据和真实数据进行测试,结果表明新算法是有效的。  相似文献   

9.
针对存在大量运动物体的虚拟环境,提出一种基于空间八叉树剖分与流水线技术的并行碰撞检测算法.通过八叉树剖分,把虚拟空间剖分成一系列的子空间,然后只对同一空间中的结点进行碰撞检测.对空间内的每个物体构建包围盒树,同一空间中的任意两棵包围盒树遍历构成任务树,把任务树中的任务分配给不同的进程进行碰撞检测,并采用流水线与多线程技...  相似文献   

10.
基于混合空间剖分八叉树场景管理技术的研究   总被引:1,自引:0,他引:1  
基于传统八叉树和面向对象八叉树的设计思想提出了一种混合空间剖分八叉树的场景管理方法,对混合空间剖分八叉树的数据结构、生成算法及遍历方面进行了详细的论述,最后按照该思路结合所设计的一个虚拟场景有效地实现了场景管理,实验表明该方法很适于实时游戏及虚拟现实领域。  相似文献   

11.
{In this paper we present linear time algorithms for computing the shortest path tree from a point and the weak visibility polygon of an arc inside a triangulated curved polygon. We also present a linear time algorithm for computing the planar subdivision (in the parametric space) of the set of rays emanating from a fixed arc, such that each face of the subdivision corresponds to rays hitting the same arc of the polygon. Although these results, which involve nontrivial generalizations of known results for rectilinear polygons, may have some interest in its own right, the main result of this paper is a linear time algorithm for computing the conic (circular, elliptic, parabolic, and hyperbolic) visibility polygon of a point inside a simple polygon. The main advantage of our technique over previous results on circular visibility is that it provides a simple, unified approach to conic visibility. Finally, we present a linear time algorithm for computing the planar subdivision, in the parametric space, of two-parametric families of conic rays emanating from a fixed point, such that each face of the subdivision corresponds to conic rays hitting the same edge of the polygon. All these algorithms are asymptotically optimal.} Received August 21, 1997; revised December 27, 1998.  相似文献   

12.
Suffix trees and suffix arrays are fundamental full-text index data structures to solve problems occurring in string processing. Since suffix trees and suffix arrays have different capabilities, some problems are solved more efficiently using suffix trees and others are solved more efficiently using suffix arrays. We consider efficient index data structures with the capabilities of both suffix trees and suffix arrays without requiring much space. When the size of an alphabet is small, enhanced suffix arrays are such index data structures. However, when the size of an alphabet is large, enhanced suffix arrays lose the power of suffix trees. Pattern searching in an enhanced suffix array takes O(m|Σ|) time while pattern searching in a suffix tree takes O(mlog |Σ|) time where m is the length of a pattern and Σ is an alphabet. In this paper, we present linearized suffix trees which are efficient index data structures with the capabilities of both suffix trees and suffix arrays even when the size of an alphabet is large. A linearized suffix tree has all the functionalities of the enhanced suffix array and supports the pattern search in O(mlog |Σ|) time. In a different point of view, it can be considered a practical implementation of the suffix tree supporting O(mlog |Σ|)-time pattern search. In addition, we also present two efficient algorithms for computing suffix links on the enhanced suffix array and the linearized suffix tree. These are the first algorithms that run in O(n) time without using the range minima query. Our experimental results show that our algorithms are faster than the previous algorithms.  相似文献   

13.
Timothy Bell  David Kulp 《Software》1993,23(7):757-771
Ziv-Lempel coding is currently one of the more practical data compression schemes. It operates by replacing a substring of a text with a pointer to its longest previous occurrence in the input, for each coding step. Decoding a compressed file is very fast, but encoding involves searching at each coding step to find the longest match for the next few characters. This paper presents eight data structures that can be used to accelerate the searching, including adaptations of four methods normally used for exact matching searching. The algorithms are evaluated analytically and empirically, indicating the trade-offs available between compression speed and memory consumption. Two of the algorithms are well-known methods of finding the longest match—the time-consuming linear search, and the storage-intensive trie (digital search tree). The trie is adapted along the lines of a PATRICIA tree to operate economically. Hashing, binary search trees, splay trees and the Boyer-Moore searching algorithm are traditionally used to search for exact matches, but we show how these can be adapted to find longest matches. In addition, two data structures specifically designed for the application are presented.  相似文献   

14.
A new space subdivision for ray tracing CSG solids   总被引:2,自引:0,他引:2  
Ray tracing successfully creates realistic images of constructive solid geometry (CSG) solids. We describe a nonuniform space subdivision scheme that reduces both the number of ray-object intersection computations and point classifications. Our method uses the face planes of the primitives' S-bounds in a bottom-up fashion and produces a subdivision wherein the localized CSG tree in each leaf voxel is greatly minimized. The use of S-bounds in the space subdivision effectively reduces the number of intersection computations as well. The reduction of the localized CSG tree in turn further reduces the number of intersection computations and point classifications. We briefly review existing methods for ray tracing CSG solids, describe our proposed space subdivision method, discuss our implementation and compare it to Bouatouch's (1987) method, and summarize our test results  相似文献   

15.
This paper describes and compares three different approaches to computing shadows. Each is based on the idea of shadow volumes: basic algorithm, Shadow Volume BSP Tree algorithm, and Shadow Tiling, based on 2D space subdivision. Binary Space Partition trees are used to organise the polygons in the scene in a front-toback order from the point of view of the light source, and then shadows on a polygon are computed by clipping the polygon to the shadow volumes of polygons closer to the light source. The three algorithms differ in their approach to minimising the number of comparisons of a polygon with the shadow volumes of its predecessors, and one of the algorithms represents the total shadow volume itelf by a BSP tree. The algorithms are compared analytically and statistically.  相似文献   

16.
Whilst providing images of excellent quality, ray tracing is a computationally intensive task. The first part of this paper compares the speed-up achieved in ray tracing using various space subdivision algorithms and discusses the implications of implementing the algorithms on parallel processing systems. The second part addresses the problem of building the data structure within the rendering process, a situation which occurs when the rendering process is parallelised and dynamic scenes are rendered. Greater performance can be achieved with dynamic structure building compared to creation of the structure prior to rendering. The dynamic building algorithm proposed reduces the building time and storage cost of space subdivision structures, and decreases the data structure creation-render cycle time, thus enhancing image parallelism performance.  相似文献   

17.
基于动作的视频交互游戏一直是游戏市场上非常受消费者青睐的主流游戏之一。研究利用Kinect从用户动作中获取低维控制信号,然后通过双级结构来重建高维度运动控制信号,以实现高质量人体动画的实时合成。其中第一级先通过构造一个邻居图缩小搜索空间,再通过K-D树加速搜索算法得到k个相似数据,最后基于主成分分析法来构建一个线性运动实时合成模型;第二级则是利用平滑参数对线性模型进行优化。实验结果表明,即使在场景受到严重干扰的情况下,该方法仍然可以重建出高质量的人体动画。  相似文献   

18.
We study the quantum version of a decision tree classifier to fill the gap between quantum computation and machine learning. The quantum entropy impurity criterion which is used to determine which node should be split is presented in the paper. By using the quantum fidelity measure between two quantum states, we cluster the training data into subclasses so that the quantum decision tree can manipulate quantum states. We also propose algorithms constructing the quantum decision tree and searching for a target class over the tree for a new quantum object.  相似文献   

19.
针对具有多个不相关可加度量的QoS组播路由问题,提出基于混沌控制量的QoS组播路由算法。该算法通过对神经元的内部状态施加一个混沌控制量,可以有效控制神经网络的能量函数增加、减少或保持不变,避免陷入局部最小点。计算机仿真结果表明,该算法能根据组播应用对费用和时延的要求,快速、有效地构造组播树,与其他启发式算法相比,适用于带有较少目的结点的大规模网络。  相似文献   

20.
Ray tracing is a well known technique for producing realistic computer images. The computational requirements of this method are such that optimisation techniques, for example space subdivision, must be used if complex scenes are to be rendered in reasonable times. Constructive solid geometry (CSG) is a method for describing the geometry of complex scenes by applying set operations to primitive objects. The status tree approach has been used successfully within ray tracing to evaluate CSG structures. This paper proposes a combination of the status tree and space subdivision techniques as a means to improve further the efficiency of ray tracing.  相似文献   

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