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Improving path planning efficiency for underwater gravity-aided navigation based on a new depth sorting fast search algorithm
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作者 Xiaocong Zhou Wei Zheng +2 位作者 Zhaowei Li Panlong Wu Yongjin Sun 《Defence Technology(防务技术)》 SCIE EI CAS CSCD 2024年第2期285-296,共12页
This study focuses on the improvement of path planning efficiency for underwater gravity-aided navigation.Firstly,a Depth Sorting Fast Search(DSFS)algorithm was proposed to improve the planning speed of the Quick Rapi... This study focuses on the improvement of path planning efficiency for underwater gravity-aided navigation.Firstly,a Depth Sorting Fast Search(DSFS)algorithm was proposed to improve the planning speed of the Quick Rapidly-exploring Random Trees*(Q-RRT*)algorithm.A cost inequality relationship between an ancestor and its descendants was derived,and the ancestors were filtered accordingly.Secondly,the underwater gravity-aided navigation path planning system was designed based on the DSFS algorithm,taking into account the fitness,safety,and asymptotic optimality of the routes,according to the gravity suitability distribution of the navigation space.Finally,experimental comparisons of the computing performance of the ChooseParent procedure,the Rewire procedure,and the combination of the two procedures for Q-RRT*and DSFS were conducted under the same planning environment and parameter conditions,respectively.The results showed that the computational efficiency of the DSFS algorithm was improved by about 1.2 times compared with the Q-RRT*algorithm while ensuring correct computational results. 展开更多
关键词 depth sorting Fast Search algorithm Underwater gravity-aided navigation Path planning efficiency Quick Rapidly-exploring Random Trees*(QRRT*)
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Constructing Isosurfaces from 3D Data Sets Taking Account of Depth Sorting of Polyhedra
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作者 周勇 唐泽圣 《Journal of Computer Science & Technology》 SCIE EI CSCD 1994年第2期117-127,共11页
Creating and rendering intermediate geometric primitives is one of the approaches to visualize data sets in 3D space. Some algorithms have been developed to construct isosurface from uniformly distributed 3D data sets... Creating and rendering intermediate geometric primitives is one of the approaches to visualize data sets in 3D space. Some algorithms have been developed to construct isosurface from uniformly distributed 3D data sets. These algorithms assume that the function value varies linearly along edges of each cell. But to irregular 3D data sets, this assumption is inapplicable. Moreover, the depth sorting of cells is more complicated for irregular data sets, which is indispensable for generating isosurface images or semitransparent isosurface images, if Z-buffer method is not adopted.In this paper, isosurface models based on the assumption that the function value has nonlinear distribution within a tetrahedroll are proposed. The depth sorting algorithm and data structures are developed for the irregular data sets in which cells may be subdivided into tetrahedra. The implementation issues of this algorithm are discussed and experimental results are shown to illustrate potentials of this technique. 展开更多
关键词 ISOSURFACE 3D data sets depth sorting POLYHEDRA
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