Art gallery theorems and algorithms
Art gallery theorems and algorithms
Approximation algorithms for geometric shortest path problems
STOC '00 Proceedings of the thirty-second annual ACM symposium on Theory of computing
Approximating Shortest Paths on a Nonconvex Polyhedron
SIAM Journal on Computing
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Planning Algorithms
Smugglers and border guards: the GeoStar project at RPI
Proceedings of the 15th annual ACM international symposium on Advances in geographic information systems
Information-driven sensor path planning by approximate cell decomposition
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
I/O-efficient batched union-find and its applications to terrain analysis
ACM Transactions on Algorithms (TALG)
Computational Geometry: Algorithms and Applications
Computational Geometry: Algorithms and Applications
A Particle Swarm Optimization Algorithm for Least Visual Path Problem in Raster Terrain
ICBMI '11 Proceedings of the 2011 International Conference on Intelligent Computation and Bio-Medical Instrumentation
Capture bounds for visibility-based pursuit evasion
Proceedings of the twenty-ninth annual symposium on Computational geometry
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Understanding the locations of highly occluded paths on a terrain is an important GIS problem. In this paper we present a model and a fast algorithm for computing highly occluded paths on a terrain. It does not assume the observer locations to be known and yields a path likely to be occluded under a rational observer strategy. We present experimental results that examine several different observer strategies. The repeated visibility map computations necessary for our model is expedited using a fast algorithm for calculating approximate visibility maps that models the decrease in observational fidelity as distance increases. The algorithm computes a multiresolution approximate visibility map and makes use of a graphics processing unit (GPU) to speed up computation. We present experimental results on terrrain data sets with up to 144 million points.