Re: [Algorithms] Fast nearest neighbour queries
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From: Chad H. <ch...@ha...> - 2005-04-19 05:37:05
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Eberly's site had to be moved due to a trademark issue. You can read about it here: http://www.gamedev.net/community/forums/topic.asp?topic_id=310637 The current site for Magic Software is: http://www.geometrictools.com/ - Chad Pete Brubaker wrote: > I would suggest a k-dimensional tree. Search for kD tree on google. > > There is also an implementation in the back of this book. > > http://graphics.ucsd.edu/~henrik/papers/book/ > > And I was going to suggest David Eberly's site "Magic Software" but it > appears that it's gone. (http://www.magic-software.com) > > --Pete > > ------------------------------------------------------------------------ > *From:* gda...@li... > [mailto:gda...@li...] *On Behalf Of > *Miles Macklin > *Sent:* Monday, April 18, 2005 9:27 PM > *To:* gda...@li... > *Subject:* [Algorithms] Fast nearest neighbour queries > > We have artist placed sample points in our game levels and would like to > find the closest sample to a point in space. The samples are static and > are a 3d position with no size. > > What are some ways of accelerating nearest neighbour queries ? I have > looked at Thatcher's loose octree article but thought it might be > overkill for this situation and am also not clear on how to use it to > quickly find the nearest neighbour. > > There isn't necessarily a distance bound so we can't just intersect a > sphere and check those. We already use an aabb tree and portal cell > system for geometry but neither of these seem particularly well suited. > > Any ides appreciated, > > Miles |