spatial data structures
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2019 ◽  
pp. 89-105
Author(s):  
Suman Saha ◽  
Shailendra Shukla

2018 ◽  
Vol 12 (1) ◽  
pp. 105-113 ◽  
Author(s):  
Yair Wiseman ◽  
Ilan Grinberg

Introduction:The Trolley problem is a very well-known ethics dilemma about actively killing one or sometimes even more persons in order to save a number of persons. The problem can occur in autonomous vehicles when the vehicle realizes that there is no way to prevent a collision, the computer of the vehicle should analyze which collision is considered to be the least harmful collision.Method and Result:In this paper, we suggest a method to evaluate the likely harmfulness of each sort of collision using Spatial Data Structures and Bounding Volumes and accordingly to decide which course of actions would be the less harmful and therefore should be chosen by the autonomous vehicle.Conclusion:The aim of this paper is to emphasize that the “Trolley Problem” occurs when the human driver is replaced by a robot and if a moral answer is given by an authoritative and legitimate board of experts, it can be coded in autonomous vehicle software.


Author(s):  
Wendel B. Silva ◽  
Maria Andréia F. Rodrigues

This work presents a comparative study of various combinations of visibility algorithms (view-frustum culling, backface culling, and a simple yet fast algorithm called conservative backface culling) and different settings of standard spatial data structures (non-uniform Grids, BSP-Trees, Octrees, and Portal-Octrees) for enabling efficient graphics rendering of both indoor and urban 3D environments, especially suited for low-end handheld devices. Performance tests and analyses were conducted using two different mobile platforms and environments in the order of thousands of triangles. The authors demonstrate that navigation at interactive frame rates can be obtained using geometry rather than image-based rendering or point-based rendering on the cell phone Nokia n82.


2012 ◽  
Vol 4 (2) ◽  
pp. 2-7 ◽  
Author(s):  
Lars Arge ◽  
Kasper Green Larsen

2011 ◽  
Vol 2 (1) ◽  
pp. 55-71 ◽  
Author(s):  
Wendel B. Silva ◽  
Maria Andréia F. Rodrigues

This work presents a comparative study of various combinations of visibility algorithms (view-frustum culling, backface culling, and a simple yet fast algorithm called conservative backface culling) and different settings of standard spatial data structures (non-uniform Grids, BSP-Trees, Octrees, and Portal-Octrees) for enabling efficient graphics rendering of both indoor and urban 3D environments, especially suited for low-end handheld devices. Performance tests and analyses were conducted using two different mobile platforms and environments in the order of thousands of triangles. The authors demonstrate that navigation at interactive frame rates can be obtained using geometry rather than image-based rendering or point-based rendering on the cell phone Nokia n82.


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