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二维Delaunay三角网的任意点删除算法研究   总被引:1,自引:0,他引:1  
针对目前基于影响域多边形剖分的点删除算法缺陷,提出一种二维Delaunay三角网点删除算法。首先利用具有拓扑关系的三角网搜索影响多边形,并以三角形矢量面积为工具三角剖分影响域多边形,最后通过镶嵌优化后的剖分三角网完成点的删除,且满足Delaunay法则。通过测试证明了算法的可靠性和高效性。  相似文献   

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拓扑关系的建立是地图矢量数据管理和更新的重要内容。在综合多种典型拓扑算法优点的基础上,详细描述了拓扑关系生成算法的主要过程,并在线要素互相交断链、结点匹配和特殊情况处理等方面对算法进行了改进。最后以1∶25万济宁市地形图数据进行了实验,结果表明该算法在效率方面优于传统算法。  相似文献   

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简单要素模型下多边形叠置分析算法   总被引:1,自引:0,他引:1  
现有的矢量空间叠置分析多采用拓扑模型,要求建立完整的数据拓扑关系。该文采用简单要素模型,以多边形叠置交运算为例,介绍简单要素模型下空间叠置分析的具体实现,着重讨论多边形交运算的交替搜索算法,在线段求交中对连续出入点、重交点等特殊数据进行处理。在实际应用中,该算法可较好解决大规模复杂数据层的叠置交运算,比同规模的拓扑叠置运算效率高。  相似文献   

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为了解决传统球面格网与经纬度坐标在转换效率或精度上存在的问题,提出一种新的转换算法.在分析球面退化四叉树格网(DQG)的剖分原理及其编码规则的基础上,给出DQG单元的行列定义规则,并设计了一套地址码与经纬度之间快速坐标转换的详细算法;将该算法与QTM行列逼近法、ZOT投影法及ETP投影法进行效率对比实验,结果表明:对于100万个DQG格网单元,其转换算法的平均耗时量为上述传统算法的53%、39%和7%,且避免了QTM行列逼近法出现的半格网误差现象,精度较高.  相似文献   

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基于GIS的二维非结构化剖分网格优化   总被引:2,自引:1,他引:1  
非结构化网格剖分是数值模拟的关键技术之一,网格质量直接影响到计算的收敛性和精确度。在GIS辅助建立非结构化网格空间拓扑关系的基础上,针对GIS和实际研究问题给出Spring-Laplace方法——一种新的单元尺度函数定义,在GIS空间算法下利用该方法优化节点位置,并基于推进阵面算法的思想,结合空间邻近拓扑关系实现了三角剖分节点和网格的重新编号算法,方便了开边界条件的赋值,提高了计算效率。实例表明,该方法大大提高了网格生成质量,能适应FVCOM数值模型对非结构化网格剖分的要求,其收敛速度快,具有较高的运算效率。  相似文献   

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针对目前各种点插入算法的不足,提出一种二维Delaunay三角网任意点插入算法。首先基于凸壳区分点的位置,并利用三角形面积坐标、重心和点与有向线段关系三者构建的融和算法搜索插入点所在三角形,然后通过构建和优化新三角形完成点的插入,且满足Delaunay法则。通过测试证明了算法的可靠性和高效性。  相似文献   

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A rapid and flexible parallel approach for viewshed computation on large digital elevation models is presented. Our work is focused on the implementation of a derivate of the R2 viewshed algorithm. Emphasis has been placed on input/output (IO) efficiency that can be achieved by memory segmentation and coalesced memory access. An implementation of the parallel viewshed algorithm on the Compute Unified Device Architecture (CUDA), which exploits the high parallelism of the graphics processing unit, is presented. This version is referred to as r.cuda.visibility. The accuracy of our algorithm is compared to the r.los R3 algorithm (integrated into the open-source Geographic Resources Analysis Support System geographic information system environment) and other IO-efficient algorithms. Our results demonstrate that the proposed implementation of the R2 algorithm is faster and more IO efficient than previously presented IO-efficient algorithms, and that it achieves moderate calculation precision compared to the R3 algorithm. Thus, to the best of our knowledge, the algorithm presented here is the most efficient viewshed approach, in terms of computational speed, for large data sets.  相似文献   

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Discrete global grid systems (DGGSs) are considered to be promising structures for global geospatial information representation. Square and triangular DGGSs have had the advantage over hexagonal ones in geospatial data processing over the past few decades. Despite a significant body of research supporting hexagonal grids as the superior alternative, the application thereof has been hindered partly owing to the lack of a hierarchy. This study presents an original perspective to combine two types of aperture 4 hexagonal discrete grid systems into a hierarchy. Each cell of the hierarchy is assigned a unique code using a linear quadtree that constructs the hexagonal quaternary balanced structure (HQBS). The mathematical system described by HQBS addressing and the vector operations, including addition, subtraction, multiplication, and division, are defined. Essential spatial operations for HQBS cell retrieval, transformation between HQBS codes and other coordinate systems, and arrangement of HQBS cells on spherical surfaces were studied and implemented. The accuracy and efficiency of algorithms were validated through experiments. The results indicate that the average efficiency of cell retrieval using the HQBS is higher than that using other schemes, thus proving it to be more efficient.  相似文献   

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基于山地灾害动态过程仿真需要的考虑,并针对该动态过程仿真时渲染数据量过大所造成的实时性较差的问题,提出了利用改进的三角形二叉树LOD算法实现地形三维建模与可视化的方法。算法对山地地形数据进行了分层和分块的预处理,用三角形二叉树表示地形网格,并结合视点和局部地形的粗糙程度,动态的载入所需的地形块和释放无用的地形块,使得内存中的地形数据维持在一定范围内。实验结果表明;在对地形渲染不失真的前提下,本方法能够有效地提高地形绘制的效率,可应用到大规模山地地形的三维建模与可视化中去,为整个山地灾害的动态过程仿真奠定了良好的基础。  相似文献   

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In spatial data sets, gaps or overlaps among features are frequently found in spatial tessellations due to the non-abutting edges with adjacent features. These non-abutting edges in loose tessellations are also called inconsistent boundaries or slivers; polygons containing at least one inconsistent boundary are called inconsistent polygons or sliver polygons. The existing algorithms to solve topological inconsistencies in sliver polygons suffer from one or more of three major issues, namely determination of tolerances, excessive CPU processing time for large data sets and loss of vertex history. In this article, we introduce a new algorithm that mitigates these three issues. Our algorithm efficiently searches the features with inconsistent polygons in a given spatial data set and logically partitions them among adjacent features. The proposed algorithm employs the constrained Delaunay triangulation technique to generate labelled triangles from which inconsistent polygons with gaps and overlaps are identified using label counts. These inconsistent polygons are then partitioned using the straight skeleton method. Moreover, each of these partitioned gaps or overlaps is distributed among the adjacent features to improve the topological consistency of the spatial data sets. We experimentally verified our algorithm using the real land cadastre data set. The comparison results show that the proposed algorithm is four times faster than the existing algorithm for data sets with 200,000 edges.  相似文献   

13.
The author presents a selection of cartograms designed to illustrate aspects of the demography of China. Topics covered include population growth, density, regional variations in fertility, and age distribution. A discussion of the advantages of using cartograms (maps drawn proportional to a given variable) as opposed to conventional, area-based maps, is included.  相似文献   

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Distances from points to closest shorelines in a given direction are used, for example, in some models for estimating wave exposure. Such distances, also called fetch lengths, can be determined using standard geographic information systems. However, performance may be a problem if these distances are required for a great number of study points. Two new algorithms for determining fetch lengths for study points in the same directions are presented in this paper. It is assumed that the two‐dimensional map is stored in vector format, i.e. shorelines of islands and mainland are stored as polygons. The first algorithm works on a set of undirected line segments derived from the shoreline polygons. The other works on a raster representation of the map. The algorithm saves memory by postponing the rasterisation until necessary. Both of the new algorithms have superior efficiency to a previously reported algorithm when the number of study points is large.  相似文献   

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大规模地形实时绘制算法   总被引:8,自引:3,他引:5  
该文提出一种适合大规模地形实时绘制的简单高效的LOD简化算法。该算法使用一种紧凑有效的规则网格表示方法,优化网格节点的数目,减少可视化过程中的计算量,降低额外内存开销。探讨该算法相关的数据组织、视域裁剪、LOD层次选择、裂缝消除、三角形化等关键问题。实验结果表明,该算法实现简单,内存开销较少,CPU耗费小,对图形卡要求低,能够在普通机器上实现大规模地形的实时漫游。  相似文献   

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一种启发式A*算法和网格划分的空间可达性计算方法   总被引:3,自引:2,他引:1  
本文提出了一个适用于研究城市内部的个体或商业区位的微观可达性计算方法,该方法的核心是将研究区域进行等距的网格划分,通过计算每个网格的可达性指标,来研究整个区域的可达性的空间分布特点。在可达性计算中,利用网格内的道路密度和土地利用状态这两个因素来模拟计算每个网格的交通成本,引入了启发式A *空间搜索算法来计算网格间路径的交通成本,并且加入适当的启发信息,提高了搜索效率,使搜索结果更符合实际需求。最后,基于本文提出的方法,利用GIS二次开发工具ArcEngine开发了计算程序,收集了多源数据,以广州市商务区的可达性作为计算对象,进行了商务区的可达性和易达性案例计算。  相似文献   

17.
Selecting the set of candidate viewpoints (CVs) is one of the most important procedures in multiple viewshed analysis. However, the quantity of CVs remains excessive even when only terrain feature points are selected. Here we propose the Region Partitioning for Filtering (RPF) algorithm, which uses a region partitioning method to filter CVs of a multiple viewshed. The region partitioning method is used to decompose an entire area into several regions. The quality of CVs can be evaluated by summarizing the viewshed area of each CV in each region. First, the RPF algorithm apportions each CV to a region wherein the CV has a larger viewshed than that in other regions. Then, CVs with relatively small viewshed areas are removed from their original regions or reassigned to another region in each iterative step. In this way, a set of high-quality CVs can be preserved, and the size of the preserved CVs can be controlled by the RPF algorithm. To evaluate the computational efficiency of the RPF algorithm, its performance was compared with simple random (SR), simulated annealing (SA), and ant colony optimization (ACO) algorithms. Experimental results indicate that the RPF algorithm provides more than a 20% improvement over the SR algorithm, and that, on average, the computation time of the RPF algorithm is 63% that of the ACO algorithm.  相似文献   

18.
With the extensive application of virtual geographic environments and the rapid development of 3D visualization analysis, the rendering of complex vector lines has attracted significant attention. Although there are many rendering algorithms in 3D geographic information system (GIS), they are not sufficiently flexible to meet the requirements for rendering linear symbols composed of diverse colors and shapes. However, the interactive rendering of a scene and the accuracy of the symbols are important components for large-scale, complex vector lines. In this paper, we propose a graphics processing unit (GPU)-accelerated algorithm for rendering linear symbols on 3D terrain. Symbol rendering is embedded within the terrain-rendering process, and vector lines are encoded in a 3D texture and then transferred to the GPU. A set of visual properties are used to enrich the expression of symbols with the help of geometric operations in the fragment shader. A series of experiments demonstrate that the proposed method can be utilized for drawing various pixel-exact linear symbols and can achieve real-time rendering efficiency.  相似文献   

19.
ABSTRACT

Although the linear quadtree is popular in both image processing and GIS, most linear quadtree coding methods need in representation a bit length that is proportional to the resolution of images; the proportionality factor is replaced with a constant bit length that induces a more compact linear quadtree. We propose a linear quadtree coding scheme named constant key length quadtree coding (CKQC) that has advantages of easy implementation and decreased memory requirements. The proposed CKQC scheme is developed on the bases of node classification, order of traversal with breadth first and the Morton sequence. The major characteristic is to apply a constant bit length to construct quaternary codes. The bit length of each quaternary code is constant, either four or eight bits, no matter what the resolution of a raster image. In terms of memory space required and duration complexities, the overall performance is analyzed and compared with other methods to demonstrate the superiority of the proposed CKQC scheme. Several experimental results validate the applicability of the proposed scheme.  相似文献   

20.
With the development of location-based services, more moving objects can be traced and a great deal of trajectory data can be collected. Periodicity is very commonly used to analyse the habits of moving objects, so finding objects’ periodic patterns can aid in understanding their behaviour. However, objects’ periodic patterns are always unknown previously, and describing their periods with different granularities will create some surprised findings. This article proposes a multi-granularity periodic activity discovery (MPAD) approach for moving objects. First, a multi-granularity model is introduced to describe the spatial and temporal information of an object’s activities. Then, two algorithms, namely, spatial first and temporal first multi-granularity activity discovery algorithms, are provided to transfer objects’ activities into different granularities. Finally, a novel periodic discovery algorithm is described to find the periodicities of objects’ activities. Experiments on both synthetic and real datasets demonstrate both the efficiency and effectiveness of the proposed work and its notably improved running performance compared to the same algorithms. Additionally, the discovered periodic patterns are more practically significant.  相似文献   

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