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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
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Overview Introduction Results on local minima –NP-hard –Two heuristics Results on valley components –A new heuristic
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Motivation Terrain modeling for geomorphological applications TIN as terrain representation Realism necessary Choice of triangulation is important
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Few local minima Connected valley components Wrong triangulation can introduce undesirable artifacts
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Triangulations
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Higher-Order Delaunay Triangulations At most k points in circle Order 0 DT is normal DT If k > 0, order k DT is not unique Introduced by Gudmundsson et al. (2002)
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Using HODT to Solve the Problem Well shaped triangles, plus room to optimize other criteria We want to minimize local minima For k > 1, optimal order k DT is no longer easy to compute Heuristics are needed
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Local Minima Results Computing optimal HODT for minimizing local minima is NP-hard Two heuristics Experimental results comparing the heuristics and analysing HODT
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NP-hardness Minimizing local minima for degenerate pointsets is NP-hard Minimizing local minima for non- degenerate pointsets is NP-hard too, when using order k DT Reduction from maximum non- intersecting set of line segments
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Flip Heuristic Start with Delaunay triangulation Flip edges that might potentially remove a local minimum Preserve order k property O (n. k 2 + n. k. log n)
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New edge must be “lower” than old edge New triangles must be order k
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Hull Heuristic Compute a list of all useful order k edges that remove a local minimum Add as many as possible Make sure they do not interfere O (n. k 2 + n. k. log n)
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When adding an edge, compute the hull Retriangulate the hull Do not add any other edges intersecting the hull
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Experiments on real Terrains
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Quinn Peak Elevation data grid 382 x 468 1 data point = 30 meter
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Random sample 1800 vertices Delaunay triangulation 53 local minima
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Hull heuristic applied Order 4 Delaunay triangulation 25 local minima
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hull heuristic flip heuristic
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Drainage on TIN Complex to model due to material properties Water follows path of steepest descent –Over edge –Over triangle
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Definitions Three kinds of edges:
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Valley component: maximal set of valley edges s.t. flow from these edges reaches lowest vertex of the component
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Drainage quality of terrain Quality defined by: –Number of local minima –Number of valley components not ending a local minimum Improve quality by: –Deleting single edge networks –Extending networks downwards to local minima
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Isolated valley edge Try to remove it –No new valley edges should be created –New triangle order k Otherwise try to extend it
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Extending component Extend: –Single edge network that cannot be removed (at this order) –Multiple edge networks that do end in a local minimum –Multiple edge networks that do not end in a local minimum
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Extend if: –bqrp is convex –br is valley edge –brp and bqr are order k –br is steepest descent direction from b –r < b, r < q, r < p –No interrupted valley components in p or q
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Results valley heuristic 25-40% decrease in number of valley components +/- 30 % decrease in number of local minima (far less than flip and hull heuristic)
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Results on a terrain
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Results compared to flip and hull
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Delaunay triangulation
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Flip-8
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Hull-8
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Valley-8
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Flip-8 + valley heuristic
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Hull-8 + valley heuristic
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Conclusions Local Minima Low orders already give good results Hull is often better than flip Hull performed almost optimal
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Conclusions Drainage Low order already give good results Significant reduction in number of valley components Drainage quality is improved the most when hullheuristic is combined with valley heuristic
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Future Work NP-hardness for small k Other properties of terrains –Local maxima –More hydrological features (watersheds) Different local operators for valleyheuristic
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