Convex Hull algorithm in Unity - 3. Quickhull
Quickhull Implementation on Unity
- My Implementation - version 1
- Focused on understanding the algorithm and validation
- Step by step visualization for debugging
- Tested using 50 randomly generated points in unit sphere
- Visualized lines
- Red line : triangles made in previous iteration
- Green line : triangles made in current iteration
- Yellow line : found horizon in current iteration
- Cyan line : normal vector of triangles
- 25 iterations to finish, and 0.0279 second elapsed (sum of calculation time of 25 iteration)
- Therefore, 30Hz update is possible with 50 points?
- Tested using 300 randomly generated points in same domain
- 82 iterations to finish, 0.1747 second elapsed
- 5.7 Hz?
- Plans for version2
- Performance improvement
- Implement conflict list managing functionality, that shortens search time for next candidate vertex
Horizon finding using half edge traverse?
- Test for real-time scenario
- Test for complex offset model
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