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Fast Computation of Generalized Voronoi Diagrams Using Graphics Hardware

机译:使用图形硬件快速计算广义Voronoi图

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We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly)non-linear function of the distance between a site and a 2D planar grid of sample points. For each sample point, we compute the closest site and the distance to that site using polygon scan-conversion and the Z-buffer depth comparison. We construct distance meshes for points, line segments, polygon, polyhedra, curves, and curved surfaces in 2D and 3D. We generalize to weighted and farthest-site Voronoi diagrams, and present efficient techniques for computing the Voronoi boundaries, Voronoi neighbors, and the Delaunay triangulation of points. We also show how to adaptively refine the solution through a simple windowing operation. The algorithm has been implemented on SGI workstations and PCs using OpenGL, and applied to complex datasets. We demonstrate the application of our algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects.
机译:我们提出了一种使用基于插值的多边形栅格化硬件来计算广义2D和3D Voronoi图的新方法。我们通过为每个Voronoi站点绘制三维距离网格来计算离散Voronoi图。多边形网格是站点与采样点的2D平面网格之间的距离的(可能)非线性函数的有界误差近似值。对于每个采样点,我们使用多边形扫描转换和Z缓冲区深度比较来计算最近的站点以及到该站点的距离。我们为2D和3D中的点,线段,多边形,多面体,曲线和曲面构建距离网格。我们归纳到加权和最远位置的Voronoi图,并提出了用于计算Voronoi边界,Voronoi邻居和点的Delaunay三角剖分的有效技术。我们还将展示如何通过简单的窗口操作来自适应地优化解决方案。该算法已在使用OpenGL的SGI工作站和PC上实现,并已应用于复杂的数据集。我们演示了该算法在静态和动态环境中的快速运动规划,复杂用户界面中的选择以及动态镶嵌效果的创建中的应用。

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