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On realistic terrains
Authors:Esther Moet   Marc van Kreveld  A. Frank van der Stappen  
Affiliation:aDepartment of Information and Computing Sciences, Universiteit Utrecht, P.O. Box 80.089, 3508 TB Utrecht, The Netherlands
Abstract:We study worst-case complexities of visibility and distance structures on terrains under realistic assumptions on edge length ratios and the angles of the triangles, and a more general low-density assumption. We show that the visibility map of a point for a realistic terrain with n triangles has complexity View the MathML source. We also prove that the shortest path between two points p and q on a realistic terrain passes through View the MathML source triangles, and that the bisector of p and q has complexity View the MathML source. We use these results to show that the shortest path map for any point on a realistic terrain has complexity View the MathML source, and that the Voronoi diagram for any set of m points on a realistic terrain has complexity View the MathML source and View the MathML source. Our results immediately imply more efficient algorithms for computing the various structures on realistic terrains.
Keywords:Realistic input model   Polyhedral terrain   Visibility maps   Shortest path   Voronoi diagram
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