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Generating Realistic Terrains with Higher-Order Delaunay Triangulations

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Generating Realistic Terrains with Higher-Order Delaunay Triangulations Thierry de Kok Marc van Kreveld Maarten L ffler Center for Geometry, Imaging – PowerPoint PPT presentation

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Title: Generating Realistic Terrains with Higher-Order Delaunay Triangulations


1
Generating Realistic Terrains with Higher-Order
Delaunay Triangulations
Thierry de Kok Marc van Kreveld Maarten Löffler
Center for Geometry, Imaging and Virtual
Environments Utrecht University
2
Overview
  • Introduction
  • Triangulation for terrains
  • Realistic terrains
  • Higher order Delaunay triangulations
  • Minimizing local minima
  • NP-hardness
  • Two heuristics algorithms and experiments
  • Other realistic aspects

3
Polyhedral terrains, or TINs
  • Points with (x,y) and elevation as input
  • TIN as terrain representation
  • Choice of triangulation is important

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4
Realistic terrains
  • Due to erosion, realistic terrains
  • have few local minima
  • have valley lines that continue

local minimum, interrupted valley line
after an edge flip
5
Terrain modeling in GIS
  • Terrain modeling is extensively studied in
    geomorphology and GIS
  • Need to avoid artifacts like local minima
  • Need correct shape for run-off models,
    hydrological models, avalanche models, ...

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local minimum in a TIN
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6
Delaunay triangulation
  • Maximizes minimum angle
  • Empty circle property

7
Delaunay triangulation
  • Does not take elevation into account
  • May give local minima
  • May give interrupted valleys

8
Triangulate to minimize local minima?
9
Triangulate to minimize local minima?
Connect everything to global minimum? bad
triangle shape interpolation
10
Higher order Delaunay triangulations
  • Compromise between good shape interpolation,
    and flexibility to satisfy other constraints
  • k -th order allow k points in circle

1st order
4th order
0th order
11
Higher order Delaunay triangulations
  • Introduced by Gudmundsson, Hammar and van Kreveld
    (ESA 2000)
  • Minimize local minima for 1st orderO(n log n)
    time
  • Minimize local minima for kth orderO(k2)-approxi
    mation algorithm inO(nk3 nk log n) time (hull
    heuristic)

12
This paper, results
  • NP-hardness of minimizing local minima
  • NP-hardness for kth order, k ?(n?)
  • New flip heuristic O(nk2 nk log n) time
  • Faster hull heuristic O(nk2 nk log n) time
  • Implementation and experiments on real terrains
  • Heuristic to avoid interrupted valleys valley
    heuristic

13
Flip Heuristic
  • Start with Delaunay triangulation
  • Flip edges that remove, or may help remove a
    local minimum
  • Only flip if 2 circles have k points inside
  • O(nk2 nk log n) time

flip
14
Hull Heuristic
  • Start with Delaunay triangulation
  • Compute all useful order k Delaunay edges that
    remove a local minimum

useful order 4 Delaunay edge
15
Hull Heuristic
  • Add them incrementally, unless
  • it intersects a previously inserted edge
  • Retriangulate the polygon that appears

16
Hull Heuristic
  • Add them incrementally, unless
  • it intersects a previously inserted edge
  • Retriangulate the polygon that appears

17
Experiments on terrains
18
Experiments
  • Do higher order Delaunay triangulations help to
    reduce local minima?
  • How does this depend on the order?
  • Which heuristic is better flip or hull?
  • Do they create any artifacts?
  • 5 terrains
  • orders 0-10
  • flip and hull heuristic

19
  • Quinn Peak
  • Elevation grid of 382 x 468
  • Random sample of 1800 vertices
  • Delaunay triangulation
  • 53 local minima

20
  • Hull heuristic applied
  • Order 4 Delaunay triangulation
  • 25 local minima

21
Hull heuristic Flip heuristic
22
Another realistic aspect
  • Valleys continue

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normal edge
ridge edge
valley edge
Valley edges can end in vertices that are not
local minima
23
Valley Heuristic
  • Remove isolated valley edges by flipping them out
  • Extend valley edge components further down
  • O(nk log n) time

24
Experiments
  • Terrains with valley edges and local minima shown
  • Delaunay, Flip-8, Hull-8, Valley-8,Hull-8
    Valley-8

25
Delaunay triangulation
26
Flip-8
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Hull-8
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Valley-8
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Hull-8 valley heuristic
30
Conclusions
  • Hull and Flip reduce local minima by 60-70 for
    order 8 Hull is often better
  • Valley reduces the number of valley edge
    components by 20-40 for order 8
  • Flip gives artifacts
  • Hull Valley seems best

31
Future Work
  • NP-hardness for small k ?
  • Other properties of terrains
  • Spatial angles
  • Local maxima
  • Other hydrological features (watersheds)
  • Improvements valley heuristic
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