Re: Acceleration Structures For Vertex Snapping
Fabian Giesen <[email protected]> Fri, 19 Nov 2010 14:31:20 -0800
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
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 [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list