Re: [Algorithms] Acceleration Structures For Vertex Snapping
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From: Richard F. <ra...@gm...> - 2010-11-22 10:59:49
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Although theoretically impossible, it might be practically possible. Fabian and Niklas are right in that you cannot hash to similar values, and Niklas even has a good idea on how to circumvent the problem, the only issue is, you need 2^D where D is the dimensionality of your data set. This is probably why Niklas mentions using two hashes. for a 3D solution (which I think is what you're after), then quantisation is key. You could quantise to e (where e is your largest snap), and then inside that space, hash the 8 closest different positions around your point. assuming an e of 1 v(5.2,1.3,2.2) -> q(5,1,2) & d(.2,.3,.2) from this produce a set of 8 ([2,2,2]) hashes from the floor and ceiling values, but, store the hashes based on the evenness of the quantised axes. e.g. hash for (5,1,2) goes into the [1,1,0] element of the 2x2x2 array becuase 5 and 1 are odd they go in the second element of their axis. other hashes: (5,1,3)->[1,1,1], (6,1,2)->[0,1,0], etc... this means that hashes for 5-6,1,2,2-3 are the the 2x2x2 array. with this done, you can know you're within 'e', if any of the 8 parts of the array match. e.g.testing against v(6.1,1.3, 1.8) (hashes 6-7,1-2,1,2 in the 2x2x2 array) the hashes at [0,1,0], and [0,0,0] will match as they will be the hashes for (6,2,2) and (6,1,2). so On 19 November 2010 23:18, Mat Noguchi <mat...@bu...> wrote: > 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...> 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... > 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 > > ------------------------------------------------------------------------------ > 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... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. |