Re: [Algorithms] Acceleration Structures For Vertex Snapping
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From: Mat N. <mat...@bu...> - 2010-11-19 23:31:24
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On a related note, is there a way to hash two points such that they map to the same value if they are within specified distance d of each other? Obviously you can hash down to their positions quantized to a cell of d, but if the two points happen to be in two different cells but less than d apart they hash to different values. MSN From: Jeff Russell [mailto:je...@8m...] Sent: Friday, November 19, 2010 2:43 PM To: Game Development Algorithms Subject: Re: [Algorithms] Acceleration Structures For Vertex Snapping It's not *really* O(1), since you can have an arbitrary number of vertices in a single hash cell (worst case would be the entire mesh). Only perfect hashing would allow for O(1) worst case behavior. It's really O(n) worst case, but since the n is divided by such a large constant in practice it is still a very fast approach. On Fri, Nov 19, 2010 at 4:31 PM, Fabian Giesen <ry...@gm...<mailto:ry...@gm...>> wrote: On 11/19/2010 2:15 PM, Oscar Forth wrote: > O(1) implies hash lookup is direct array index ... surely best case > lookup is O(n * log( n ))? Or care to explain where I am going wrong on > my thinking? Ta Vertex snapping: Take your snapping distance d Imagine an infinite uniform grid with cell edge length e >= 2d. Every vertex within d units of your query vertex must be either in the same cell or in one of the directly adjacent cells (that's 2^n cells to check where n is your dimension). Hash on grid cell coordinates (x,y,z) to turn the theoretical infinite grid into a very practical hash-table :) For vertex welding, the weld operation ensures that the number of points in each infinite grid cell is <= some constant C(n,e/d). Size the hash table according to the number of vertices and the expected number of items in a cell is also a small constant. That makes the whole thing expected O(1). -Fabian ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today http://p.sf.net/sfu/msIE9-sfdev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li...<mailto:GDA...@li...> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com<http://www.8monkeylabs.com> |