{"title":"基于层次Voronoi图的三维虚拟世界多边形障碍物路径规划","authors":"Xiaoting Wang, Chenglei Yang, Jiaye Wang, Xiangxu Meng","doi":"10.1109/ISVRI.2011.5759626","DOIUrl":null,"url":null,"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.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"110 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Hierarchical Voronoi diagram-based path planning among polygonal obstacles for 3D virtual worlds\",\"authors\":\"Xiaoting Wang, Chenglei Yang, Jiaye Wang, Xiangxu Meng\",\"doi\":\"10.1109/ISVRI.2011.5759626\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":197131,\"journal\":{\"name\":\"2011 IEEE International Symposium on VR Innovation\",\"volume\":\"110 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-03-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 IEEE International Symposium on VR Innovation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISVRI.2011.5759626\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE International Symposium on VR Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISVRI.2011.5759626","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Hierarchical Voronoi diagram-based path planning among polygonal obstacles for 3D virtual worlds
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.