Re: Acceleration Structures For Vertex Snapping
Sebastian Sylvan <[email protected]> Fri, 19 Nov 2010 23:20:40 +0000
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On Fri, Nov 19, 2010 at 10:43 PM, Jeff Russell <[email protected]>wrote: > It's not *really* O(1), since you can have an arbitrary number of vertices > in a single hash cell (worst case would be the entire mesh). Only perfect > hashing would allow for O(1) worst case behavior. It's really O(n) worst > case, but since the n is divided by such a large constant in practice it is > still a very fast approach. > > If we're talking about welding (which was not the original question, as I understand it). Then you can probably modify the distance threshold criteria slightly so that it's okay to weld with any vertex in the 3x3 neighbourhood of current cell in the appropriately sized grid. Then you'll only ever get at most one vertex per cell (the second, etc., will be discarded due to welding). -- Sebastian Sylvan ------------------------------------------------------------------------------ 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