Using an implicit min/max KD-tree for doing efficient terrain line of sight calculations

B. Duvenhage
{"title":"Using an implicit min/max KD-tree for doing efficient terrain line of sight calculations","authors":"B. Duvenhage","doi":"10.1145/1503454.1503469","DOIUrl":null,"url":null,"abstract":"The generation of accurate Line of Sight (LOS) visibility information consumes significant resources in large scale synthetic environments such as many-on-many serious games and battlefield simulators. Due to the importance of optimum utilisation of computing resources, a number of LOS algorithms are reported in the literature to either efficiently compute LOS information or reduce the impact of LOS queries on the run-time performance of synthetic environments. From the literature it is known that a k-dimensional tree (kd-tree) based raytracing approach, to calculating LOS information, is efficient.\n A new implicit min/max kd-tree algorithm is discussed for evaluating LOS queries on large scale spherical terrain. In particular the value of low resolution boundary information, in quickly evaluating the LOS query, is emphasised. The min/max algorithm is empirically compared to other LOS approaches that have either implicitly or explicitly used kd-trees to optimise LOS query evaluation. The min/max algorithm is shown to have comparable performance to these existing LOS algorithms for flat earth, but improved performance when the application domain is extended to spherical earth. An average of a factor 3.0 performance increase is experienced over that of the existing implicit and explicit max kd-tree algorithms on spherical earth. This is achieved by combining the existing kd-tree algorithm with the classic smooth-earth LOS obscuration test and from there the min in min/max kd-tree.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"356 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1503454.1503469","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13

Abstract

The generation of accurate Line of Sight (LOS) visibility information consumes significant resources in large scale synthetic environments such as many-on-many serious games and battlefield simulators. Due to the importance of optimum utilisation of computing resources, a number of LOS algorithms are reported in the literature to either efficiently compute LOS information or reduce the impact of LOS queries on the run-time performance of synthetic environments. From the literature it is known that a k-dimensional tree (kd-tree) based raytracing approach, to calculating LOS information, is efficient. A new implicit min/max kd-tree algorithm is discussed for evaluating LOS queries on large scale spherical terrain. In particular the value of low resolution boundary information, in quickly evaluating the LOS query, is emphasised. The min/max algorithm is empirically compared to other LOS approaches that have either implicitly or explicitly used kd-trees to optimise LOS query evaluation. The min/max algorithm is shown to have comparable performance to these existing LOS algorithms for flat earth, but improved performance when the application domain is extended to spherical earth. An average of a factor 3.0 performance increase is experienced over that of the existing implicit and explicit max kd-tree algorithms on spherical earth. This is achieved by combining the existing kd-tree algorithm with the classic smooth-earth LOS obscuration test and from there the min in min/max kd-tree.
使用隐式最小/最大kd树进行有效的地形视线计算
在多对多严肃游戏和战场模拟器等大规模合成环境中,精确的视线(LOS)可视性信息的生成消耗大量资源。由于优化利用计算资源的重要性,文献中报道了许多LOS算法,它们要么有效地计算LOS信息,要么减少LOS查询对合成环境运行时性能的影响。从文献中可以得知,基于k维树(kd-tree)的光线追踪方法计算LOS信息是有效的。讨论了一种新的隐式最小/最大kd树算法,用于评估大尺度球面地形上的LOS查询。特别强调了低分辨率边界信息在快速评估LOS查询中的价值。将最小/最大算法与其他隐式或显式使用kd树来优化LOS查询计算的LOS方法进行经验比较。最小/最大算法在平面地球上的性能与现有的LOS算法相当,但当应用领域扩展到球面地球时,性能有所提高。在球形地球上,与现有的隐式和显式max kd-tree算法相比,平均性能提高了3.0倍。这是通过将现有的kd-tree算法与经典的光滑地球LOS遮挡测试相结合,并从那里得到min/max kd-tree中的最小值来实现的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信