Hierarchical Voronoi diagram-based path planning among polygonal obstacles for 3D virtual worlds

Xiaoting Wang, Chenglei Yang, Jiaye Wang, Xiangxu Meng
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引用次数: 3

Abstract

Path planning is one of important problems in virtual reality, computational geometry, robotic and GIS. This paper presents two methods of computing walkthrough paths in a polygon with h holes and a total of n vertices, for 3D virtual worlds such as virtual museums and games. For any two points s and t, one method is presented to compute the shortest Voronoi skeleton path SVSP(s,t) in O(k + hlogh + logn) time, where k is the number of the Voronoi edges in SVSP(s,t) and O(k) ≤ O(n). An approximate shortest path from s to t can be computed in O(k + hlogh + logn) time based on SVSP(s,t). The other is to compute the shortest path SP(s,t) in O(m + hlog(n/h) + h2 logh) time, where m is the number of the edges in SP(s,t) and m ≤ n. They are based on a hierarchical Voronoi diagram presented in this paper, which can be constructed in time O(nlogn) with O(n) space in the preprocessing stage. This data structure also can be used to fast solve visibility information, collision detection and other problems in 3D virtual worlds. The methods are simpler and faster than other existed methods, with lower space.
基于层次Voronoi图的三维虚拟世界多边形障碍物路径规划
路径规划是虚拟现实、计算几何、机器人和地理信息系统中的重要问题之一。本文针对虚拟博物馆和虚拟游戏等三维虚拟世界,提出了两种计算h孔n顶点多边形中行走路径的方法。对于任意两点s和t,提出了在O(k + hlogh + logn)时间内计算最短Voronoi骨架路径SVSP(s,t)的一种方法,其中k为SVSP(s,t)且O(k)≤O(n)中Voronoi边的个数。基于SVSP(s,t),可以在O(k + hlogh + logn)时间内计算出s到t的近似最短路径。二是在O(m + hlog(n/h) + h2 logh)时间内计算最短路径SP(s,t),其中m为SP(s,t)中边的个数,m≤n。基于本文提出的分层Voronoi图,在预处理阶段用O(n)空间在O(nlogn)时间内构造。该数据结构还可用于快速解决三维虚拟世界中的可见性信息、碰撞检测等问题。该方法比现有方法更简单、快捷,占用空间更小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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