{"title":"噪声散射样本的分段线性表面逼近","authors":"M. Margaliot, C. Gotsman","doi":"10.1109/VISUAL.1994.346336","DOIUrl":null,"url":null,"abstract":"We consider the problem of approximating a smooth surface f(x, y), based on n scattered samples {(x/sub i/, y/sub i/, z/sub i/)/sub i=1//sup n/} where the sample values {z/sub i/} are contaminated with noise: z/sub i/=f(x/sub i/, y/sub i/)=/spl epsiv//sub i/. We present an algorithm that generates a PLS (piecewise linear surface) f', defined on a triangulation of the sample locations V={(x/sub i/, y/sub i/)/sub i=1//sup n/}, approximating f well. Constructing the PLS involves specifying both the triangulation of V and the values of f' at the points of V. We demonstrate that even when the sampling process is not noisy, a better approximation for f is obtained using our algorithm, compared to existing methods. This algorithm is useful for DTM (digital terrain map) manipulation by polygon-based graphics engines for visualization applications.<<ETX>>","PeriodicalId":273215,"journal":{"name":"Proceedings Visualization '94","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1994-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Piecewise-linear surface approximation from noisy scattered samples\",\"authors\":\"M. Margaliot, C. Gotsman\",\"doi\":\"10.1109/VISUAL.1994.346336\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We consider the problem of approximating a smooth surface f(x, y), based on n scattered samples {(x/sub i/, y/sub i/, z/sub i/)/sub i=1//sup n/} where the sample values {z/sub i/} are contaminated with noise: z/sub i/=f(x/sub i/, y/sub i/)=/spl epsiv//sub i/. We present an algorithm that generates a PLS (piecewise linear surface) f', defined on a triangulation of the sample locations V={(x/sub i/, y/sub i/)/sub i=1//sup n/}, approximating f well. Constructing the PLS involves specifying both the triangulation of V and the values of f' at the points of V. We demonstrate that even when the sampling process is not noisy, a better approximation for f is obtained using our algorithm, compared to existing methods. This algorithm is useful for DTM (digital terrain map) manipulation by polygon-based graphics engines for visualization applications.<<ETX>>\",\"PeriodicalId\":273215,\"journal\":{\"name\":\"Proceedings Visualization '94\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1994-10-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings Visualization '94\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VISUAL.1994.346336\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Visualization '94","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VISUAL.1994.346336","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Piecewise-linear surface approximation from noisy scattered samples
We consider the problem of approximating a smooth surface f(x, y), based on n scattered samples {(x/sub i/, y/sub i/, z/sub i/)/sub i=1//sup n/} where the sample values {z/sub i/} are contaminated with noise: z/sub i/=f(x/sub i/, y/sub i/)=/spl epsiv//sub i/. We present an algorithm that generates a PLS (piecewise linear surface) f', defined on a triangulation of the sample locations V={(x/sub i/, y/sub i/)/sub i=1//sup n/}, approximating f well. Constructing the PLS involves specifying both the triangulation of V and the values of f' at the points of V. We demonstrate that even when the sampling process is not noisy, a better approximation for f is obtained using our algorithm, compared to existing methods. This algorithm is useful for DTM (digital terrain map) manipulation by polygon-based graphics engines for visualization applications.<>