Optimizing line-of-sight using simplified regular terrains

Optimizing line-of-sight using simplified regular terrains
复制标题

DOI:
10.1007/s00371-014-0936-3
复制
发表时间:
2015-04
期刊:
The Visual Computer
影响因子:
--
通讯作者:
Troy F. Alderson;F. Samavati
Troy F. Alderson;F. Samavati
中科院分区:
其他
文献类型:
--
作者:
Troy F. Alderson;F. Samavati

文献摘要

被引文献

相似文献

在这项工作中,我们探索了一套技术,加快视线查询,同时试图保持准确性。视线查询测试两个实体是否可以在3D地形模型上看到对方,这是几个应用程序中的重要操作。给定足够多的实体和足够大的地形,计算这些查询可能是昂贵的。我们应用反向细分方法来简化地形模型和加快查询速度,包括一个新的特征感知的反向细分方案。为了抵消由于简化的准确性损失,我们还研究了地形简化后应将实体放置在何处以提高准确性的问题。使用迭代方法,试图最大限度地提高精度,我们表明,改进的空间存在于标准的投影方法。然后,使用残差多分辨率向量,我们开发了一种重新定位的方法,旨在最大限度地提高简化的地形模型的精度。最后,我们提出了一个快速的视线算法,结合这些技术与预先存在的算法。
In this work, we explore a set of techniques for speeding up line-of-sight queries whilst attempting to maintain accuracy. Line-of-sight queries, which test if two entities can see each other over a 3D terrain model, are an important operation in several applications. Given enough entities and a large enough terrain, computing these queries can be expensive. We apply reverse subdivision methods to simplify the terrain model and speed up the queries, including a novel feature-aware reverse subdivision scheme. To counteract the loss of accuracy due to simplification, we also examine the problem of where entities should be placed after terrain simplification to increase accuracy. Using iterative methods that attempt to maximize accuracy, we show that room for improvement exists over the standard projection method. Then, using residual multiresolution vectors, we develop a relocation method designed to maximize accuracy over simplified terrain models. Finally, we present a fast line-of-sight algorithm that combines these techniques with pre-existing algorithms.