I need some clarifications before I can get to work on this,
because I am getting a bit confused.
If we have 3D input points for the TIN construction, then
the resulting triangles should be 3D face primitives not
areas (of which I assumed they were 2D primitives in the
GRASS vector model), shouldn't they?
We would then also be talking about kernels, not centroids,
which should be placed in the 3D geometric center of each
traingular face?
Or am I getting this totally wrong?
Also, it seems to me that for a 3D delaunay triangulation
the algorithm has to search for the nearest point in 3D
space, because if it uses a 2D search, than it will be fooled
by undercutting points and triangulate the wrong
point triplets (I admit that undercuts don't usually appear in terrain
surface modelling, but I have some data where they do).
I guess the problem of building topology for massive data sets should
be solved in the GRASS vector libraries, not in individual modules?
Benjamin
Helena Mitasova wrote:
In relation to handling of large data sets - changing the algorithm
may not solve the issue. I haven't tried it with larger data set but
based on my previous experiences it may get stuck on topology building.
So that would need to be solved first (and you cannot skip topology
this time, as we did with points, because the result are areas and
nothing would work with the resulting map without topology).
As for 3D - Benjamin, if you could just add the original z value to the
output vertices (the value for centroid can be computed by calling the
tin.c ) that will be sufficient to get the basic functionality and display
the resulting TIN in 3D. For more sophisticated triangulations using
the existing libraries would be a more comprehensive solution,
as suggested by Markus (as long as we can make them part of GRASS
distribution)
Helena
On Jan 28, 2008, at 4:40 AM, Benjamin Ducke wrote:
I noticed this one too a few days back when I was looking for a
3D hull algorithm. Looks like a promising collection of algorithm
for GRASS.
However, for a quick fix of v.delaunay, as suggested by Helena:
Might it not be enough to replace the 2D distance measure in
v.delaunay with a 3D distance, so it will do the tesselation in
3D space correctly?
I could try and find some time to look into that if you think
it feasible.
Benjamin
Markus Neteler wrote:
On Jan 28, 2008 9:29 AM, Maris Nartiss <maris.gis@gmail.com> wrote:
Fixing large dataset and 3D support problems would be a nice
improvement of GRASS vector support
Possibly we need to substitute the algorithm? I found for example
http://www.qhull.org/
"Qhull computes the convex hull, Delaunay triangulation, Voronoi
diagram, halfspace intersection about a point, furthest-site Delaunay
triangulation, and furthest-site Voronoi diagram. The software runs in
2-d, 3-d, 4-d, and higher dimensions. Qhull implements the Quickhull
algorithm for computing the convex hull. It handles roundoff errors
from floating point arithmetic. Qhull also computes volumes, surface
areas, and approximations to the convex hull."
(seems to be GPL compliant)
Markus
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Benjamin Ducke, M.A.
Archäoinformatik
(Archaeoinformation Science)
Institut für Ur- und Frühgeschichte
(Inst. of Prehistoric and Historic Archaeology)
Christian-Albrechts-Universität zu Kiel
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_______________________________________________
grass-dev mailing list
grass-dev@lists.osgeo.org
http://lists.osgeo.org/mailman/listinfo/grass-dev
--
Benjamin Ducke, M.A.
Archäoinformatik
(Archaeoinformation Science)
Institut für Ur- und Frühgeschichte
(Inst. of Prehistoric and Historic Archaeology)
Christian-Albrechts-Universität zu Kiel
Johanna-Mestorf-Straße 2-6
D 24098 Kiel
Germany
Tel.: ++49 (0)431 880-3378 / -3379
Fax : ++49 (0)431 880-7300
www.uni-kiel.de/ufg