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Overview of Last Lecture

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... the plane (space) with a line (hyperplane), which may cut the plane (space) as ... The size of a BSP tree is the total number of the object fragments generated by ... – PowerPoint PPT presentation

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Title: Overview of Last Lecture


1
Overview of Last Lecture
  • About Final Course Project
  • presentation, demo, write-up
  • More geometric data structures
  • Binary Space Partitions (BSP)
  • hidden surface removal, set operation, visibility
  • Quadtrees
  • mesh generation, image analysis, GIS, graphics
  • Comprehensive Reviews
  • Current Future Trends of the Field

2
Binary Space Partitions
  • Recursively splitting the plane (space) with a
    line (hyperplane), which may cut the plane
    (space) as well as the objects themselves.
  • The size of a BSP tree is the total number of the
    object fragments generated by the partitioning
  • Auto-partition a BSP that uses only the cutting
    lines (planes) to be the set of extensions of the
    input segments. NOTE Auto-partition doesnt
    always produce minimum-size BSP trees, but it
    generates reasonably small ones.

3
Data Structure Analysis
  • Let S be a set of n segments in a plane. A BSP
    of size O(n log n) can be computed in expected
    O(n2 log n).
  • For any set of n non-intersecting triangles in
    R3, a BSP tree of size O(n2) exists. Moreover,
    there are configurations for which the lower
    bound size of any BSP is quadratic. Despite
    this fact, in general, BSP trees perform
    reasonably well.

4
Quadtrees
  • Quadtree a rooted tree in which every internal
    node has 4 children. Every node corresponds to a
    square.
  • Construction split the current square into 4
    quadrants, partition the point set accordingly,
    and recursively construct quadtrees for each
    quadrant with its associated point set. It stops
    when the point set contains less than 2 points.
  • The point set is not necessarily split well. It
    is possible that all points lie in the same
    quadrant. Thus, a quadtree can be quite
    unbalanced. It is not possible to express the
    size and depth of a quadtree as a number of
    points it stores. But, other quantification is
    possible.

5
Data Structure Analysis
  • The depth of a quadtree for a set P of points in
    the plane is at most log(s/c) 3/2, where c is
    the smallest distance between any two points in P
    and s is the side length of the initial square
    that contains P.
  • A quadtree of depth d storing a set of n points
    has O((d1)n) nodes and can be constructed in
    O((d1)n) time.
  • Let T be a quadtree with m nodes. Then, the
    balanced version of T has O(m) nodes and it can
    be constructed in O((d1)m) time.

6
Mesh Generation
  • Simulation of heat transfer and interaction
    between different media require FEM. Such method
    requires dividing the region into small elements.
    The accuracy and speed of FEM depends on the
    mesh.
  • Non-uniform mesh generation (fine near the edges
    of components and coarse far away from the edges)
    can be generated using quadtrees. (Examples in
    p.290-291)

7
Topics Covered
  • Line-Segment Intersection
  • 3D Morphing, thematic map overlay
  • Polygon Triangulation
  • guarding an art gallery, morphing
  • Linear Programming
  • manufacturing/molding, collision detection,
    polygon simplification
  • Robustness Degneracies
  • causes and solutions

8
Topics Covered
  • Geometric Data Structures/Search
  • range/window search using k-d trees, range trees,
    interval trees, priority search trees, segment
    trees, BSP, quadtrees, etc.
  • crystal structure determination, database query,
    image queries, windowing/zoom
  • Point Location
  • GIS, polygonization of parametric surfaces, path
    planning

9
Topics Covered
  • Voronoi Diagram
  • post office problem, D. triangulation, CH
  • Arrangements Duality
  • computing discrepency, visibility graph
  • Delaunay Triangulations
  • height interpolation, constraint triangulation,
    meshing, etc.
  • Convex Hulls
  • optimal bounding volumes, V. region

10
Topics Covered
  • Robot Motion Planning
  • Minkowski sum, potential field methods,
    approximate cell decomposition, visibility
    graphs, etc.
  • distance computation, character animation, drug
    design, image-guided surgery, radiosity
    computation, etc.
  • Others
  • subdivision surfaces, cloth simulation

11
Techniques Discussed
  • Plane-Sweep
  • Incremental Construction
  • Randomized Algorithms
  • Divide-and-Conquer Techniques
  • Hierarchies Recursion
  • Transform using Duality

12
Current Future Trends
  • Toward simpler and efficient geometric data
    structures and algorithms
  • Design consideration for the problem nature of
    applications
  • More dynamic data structures (KDS)
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