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Finding Shortest Isothetic Path Inside a 3D Digital Object

机译:在3D数字对象中找到最短的等刻度路径

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The problem of finding shortest isothetic path between two points is well studied in the context of two dimensional objects. But it is relatively less explored in higher dimensions. An algorithm to find a shortest isothetic path between two points of a 3D object is presented in this paper. The object intersects with some axis parallel equi-distant slicing planes giving one or more isothetic polygons. We call these polygons as slices. The slice containing the source and destination points are called source and destination slice respectively. A graph is constructed by checking the overlap among the slices on consecutive planes. We call it slice overlap graph. Our algorithm first finds the source and destination slice. Thereafter, it finds the minimum set of slices II_(st) from the slice overlap graph, that need to be traversed to find SIP. Finally BFS is applied to find a SIP through these set of slices. The advantage of this procedure is that it does not search the whole object to find a SIP, rather only a part of the object is considered, therefore making the search faster.
机译:在二维物体的背景下,在两点之间找到了两个点之间最短的一条刻度路径的问题。但在更高的方面探讨了它相对较少。本文介绍了一个算法,用于找到3D对象的两个点之间的最短刻录路径。物体与一些轴并联的轴线相交,其具有一个或多个等离子多边形。我们将这些多边形称为切片。包含源和目标点的切片分别称为源片和目标切片。通过在连续平面上检查切片之间的重叠来构建图形。我们称之为切片重叠图。我们的算法首先找到源和目标切片。此后,它找到了从切片重叠图中的最小切片II_(ST),需要遍历以查找SIP。最后使用BFS来通过这些切片查找SIP。此过程的优点在于它不会搜索整个对象以查找SIP,而是仅考虑对象的一部分,因此使搜索更快。

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