三维地形表面的接近加权最短路径

N. Tran, Michael J. Dinneen, S. Linz
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引用次数: 2

摘要

提出了一种求解三维地形表面加权区域问题的有效方法。WRP是一个经典的路径规划问题,要求两个给定点之间穿越不同区域的最小代价路径,每个区域被分配一个单位距离的遍历代价。尽管WRP已经研究了几十年,但即使在二维环境中,WRP的确切解也是未知的。因此,现有的WRP解都是近似解,其中基于分解和启发式的方法在实践中应用最为广泛。然而,当需要非常接近最优路径时,特别是在具有许多区域的真实地形上,这些方法不能保证或不能在合理的时间内返回令人满意的结果。在本文中,我们首先提出了一种新的算法,该算法基于用户自定义参数&dgr;,在两点之间,在三维中穿过一系列区域的表面,使用Snell物理折射定律寻找非常接近的最优路径。然后,我们展示了如何将该算法与现有的基于分解的方法相结合,以计算整个地形的紧密最优路径。除了理论分析外,通过大量的测试用例,验证了方法的实用性和可行性,与现有方法相比,我们的方法总是运行更快,更接近最优路径。
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Close Weighted Shortest Paths on 3D Terrain Surfaces
This paper proposes an efficient method for the weighted region problem (WRP) on the surface of three-dimensional terrains. WRP is a classical path planning problem, asking for the minimum cost path between two given points crossing different regions in which each region is assigned a traversal cost per unit distance. Although WRP has been studied for decades, the exact solution for WRP, even in a two-dimensional environment, is unknown. Thus, the existing solutions for WRP are all approximations with decomposition-based and heuristic methods being the most widely-used in practice. However, when a very-close to optimal path is required, especially on real terrains with many regions, these approaches are not guaranteed or cannot return a satisfactory result in reasonable time. In this paper, we first present a new algorithm of finding a very-close optimal path, based on a user-defined parameter &dgr;, between two points, crossing the surface of a sequence of regions in 3D, using Snell's law of physical refraction. We then show how to combine this algorithm with one existing decomposition-based method to compute a close optimal path over the whole terrain. In addition to a theoretical analysis, with an extensive set of test cases, the practicality and feasibility of our method are confirmed by that, our method always runs faster and returns closer to optimal paths in comparison with the existing ones.
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