Re: Acceleration Structures For Vertex Snapping
Fabian Giesen <[email protected]> Mon, 22 Nov 2010 11:34:16 -0800
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On 22.11.2010 02:59, Richard Fabian wrote: > Although theoretically impossible, it might be practically possible. > Fabian and Niklas are right in that you cannot hash to similar values, > and Niklas even has a good idea on how to circumvent the problem, the > only issue is, you need 2^D where D is the dimensionality of your data > set. This is probably why Niklas mentions using two hashes. > > for a 3D solution (which I think is what you're after), then > quantisation is key. You could quantise to e (where e is your largest > snap), and then inside that space, hash the 8 closest different > positions around your point. That's the algorithm I described earlier :) You still have a 2^D factor in there though, which is impractical for high dimensions (as are most conventional spatial partitioning methods). A different construction based on hashing is Locality Sensitive Hashing (LSH) which solves this problem approximately (to a given error tolerance) and is significantly faster in practice for data with high dimensionality. -Fabian ------------------------------------------------------------------------------ Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! Tap into the largest installed PC base & get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev _______________________________________________ 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