quadtree

maximum recursion depth exceeded when inserting points into a quadtree using Python (dying looking for the bug)

徘徊边缘 提交于 2019-12-13 03:00:07
问题 I am trying to build a point region quadtree which stores points on a 2D map with Python, but when I try to insert two points which are close (not too close) to each other, I run into an error: RuntimeError: maximum recursion depth exceeded in cmp . I have tried to raised the maximum recursion number to 10000, but doesn't work. So I guess there's something wrong in my codes. Can someone help me with this please? I am a newbee in programming and have been stuck on this for two days. BTW, if

Quadtree decomposition

余生颓废 提交于 2019-12-12 04:46:22
问题 I tried the quadtree decomposition using the following code, but every time I am getting an error. >> I=imread('hyd.tif'); >> S=qtdecomp(I) Or >> I=imread('hyd.tif'); >> S=qtdecomp(I,.27) Error: ??? Error using ==> qtdecomp>ParseInputs at 145 A must be two-dimensional Error in ==> qtdecomp at 88 [A, func, params, minDim, maxDim] = ParseInputs(varargin{:}); 回答1: The culprit is due to your image being in colour or RGB. Try converting the image to grayscale before using the algorithm. I = imread

PMR QuadTree data structure and algorithm [closed]

我与影子孤独终老i 提交于 2019-12-11 06:29:27
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 5 years ago . I want to implement PMR Quadtree which can process points and random polygons instead of point only as traditional QuadTree in below demo http://donar.umiacs.umd.edu/quadtree/lines/pmr.html However, I could not find any pages describe the PMR QuadTree algorithm or any sample code about it. If someone know about

Data Structure for Spatial Agent Based Modeling [closed]

天涯浪子 提交于 2019-12-09 11:49:52
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 4 years ago . What are some good data structures for keeping track of agents in a two-dimensional, spatial simulation? I've seen some references to quadtrees (which I understand) and kd-trees (which I don't understand very well). I'm looking for something through which an agent can

How to iterating a Quad/Oct tree

孤者浪人 提交于 2019-12-07 12:00:58
问题 I am having a difficult time grasping how to iterate an octree or quad. And it may be because I am not experienced with different mythologies of iterating. But let’s suppose that I produced a quad tree that holds float x,y,z; dword color. Now, Let’s also say that this node can only produce 4 children at a time (and those children can both produced 4 children, etc, etc) up until: 7 levels are reached (so that child can’t create anymore children, but its brothers/sisters can), all 4 children

Quadtree Nearest Neighbour Algorithm

为君一笑 提交于 2019-12-06 08:22:46
问题 I have implemented a quadtree structure for n points as well as a method for returning an array of points within a given rectangle. I can't seem to find an algorithm to efficiently find the point that is closest to another given point. Am I missing something obvious? I assume a recursive solution is the correct approach? Am working in Objective C but pseudo code would be fine. Additionally I am actually storing lat, long data and the distance between points is along a great circle. EDIT: This

How to iterating a Quad/Oct tree

萝らか妹 提交于 2019-12-05 21:28:51
I am having a difficult time grasping how to iterate an octree or quad. And it may be because I am not experienced with different mythologies of iterating. But let’s suppose that I produced a quad tree that holds float x,y,z; dword color. Now, Let’s also say that this node can only produce 4 children at a time (and those children can both produced 4 children, etc, etc) up until: 7 levels are reached (so that child can’t create anymore children, but its brothers/sisters can), all 4 children created are the same dword color (again, if that happens, its brothers/sisters can still produce), or

QuadTree find neighbor

荒凉一梦 提交于 2019-12-04 23:47:01
问题 I'm searching for a algorithm to find neighbors of a quadtree, in the example image, I got the red node, how to find the blue nodes. Any ideas? 回答1: There are some known algorithms. Check them out. Kunio Aizawa et al. - Constant Time Neighbor Finding in Quadtrees: An Experimental Result Kasturi Varadarajan - All Nearest Neighbours via Quadtrees Robert Yoder, Peter Bloniarz - A Practical Algorithm for Computing Neighbors in Quadtrees, Octrees, and Hyperoctrees 来源: https://stackoverflow.com

QuadTree find neighbor

泄露秘密 提交于 2019-12-03 15:39:28
I'm searching for a algorithm to find neighbors of a quadtree, in the example image, I got the red node, how to find the blue nodes. Any ideas? There are some known algorithms . Check them out. Kunio Aizawa et al. - Constant Time Neighbor Finding in Quadtrees: An Experimental Result Kasturi Varadarajan - All Nearest Neighbours via Quadtrees Robert Yoder, Peter Bloniarz - A Practical Algorithm for Computing Neighbors in Quadtrees, Octrees, and Hyperoctrees 来源: https://stackoverflow.com/questions/32412107/quadtree-find-neighbor

Data Structure for Spatial Agent Based Modeling [closed]

匆匆过客 提交于 2019-12-03 14:54:05
What are some good data structures for keeping track of agents in a two-dimensional, spatial simulation? I've seen some references to quadtrees (which I understand) and kd-trees (which I don't understand very well). I'm looking for something through which an agent can efficiently say, "I know my location, and I would like to know which agents are near me (within a certain radius of myself)." Examples (pseudo-code is fine) would be greatly appreciated. I'm working in Java. Well, I'm not sure exactly how it is implemented, but the MASON toolkit uses a discretization algorithm that places agents