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Computing Visibility on Terrains in External Memory

机译:在外部记忆中计算地形的可见性

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We describe a novel application of the distribution sweeping technique to computing visibility on terrains. Given an arbitrary viewpoint v, the basic problem we address is computing the visibility map or viewshed of v, which is the set of points in the terrain that are visible from v. We give the first I/O-efficient algorithm to compute the viewshed of v on a grid terrain in external memory. Our algorithm is based on Van Kreveld's O(n lg n) time algorithm for the same problem in internal memory. It uses O(sort(n)) I/Os, where sort(n) is the complexity of sorting n items of data in the I/O-model. We present an implementation and experimental evaluation of the algorithm. Our implementation clearly outperforms the previous (in-memory) algorithms and can compute visibility for terrains of up to 4GB in a few hours on a low-cost machine.
机译:我们描述了分布扫描技术的新应用,以计算地形的可见性。给定任意观点v,我们地址的基本问题是计算V的可见性图或视图,这是从v的地形中可见的地形中的一组点。我们给出了第一个I / O节省的算法来计算视图在外部记忆中的网格地形上的v。我们的算法基于Van Kreveld的O(n lg n)时间算法在内部存储器中的同一问题。它使用O(sort(n))I / O,其中排序(n)是I / O模型中排序N个数据项的复杂性。我们提出了对算法的实施和实验评估。我们的实现明显优于前一个(内存)算法,并且在低成本机器上几个小时内可以计算最多4GB的地形的可见度。

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