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Slow start #205
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Slow start #205
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So if land is detected, it switches to an angular step of 1 degree and propagates 360? This sounds like it would really slow the routing down a lot. I don't think it should be default, or at least shoud be possible option to not do this. I thought the time step would be reduced in this case rather than angular step. |
Hi,
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I think this is a only a hack so it should be a user option rather than default. Otherwise it's confusing what the program is doing. |
Ok; BTW I'm playing with curvilinear gribs (Lambert and co), what do you think would be best:
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I would not regrid because of data loss. So the native grid should
still give grib data as requested fron a lat/lon. The correct
interpolation to use is not obvious.
…On 6/13/18, didier ***@***.***> wrote:
Ok;
BTW I'm playing with curvilinear gribs (Lambert and co), what do you think
would be best:
- When loading regrid to plate carré
- Work with the native grid: in this case, memoise grid x,y --> lat /lon,
lon/lat -- x,y , or do the math every time? Issues with properly rotate UV
and overlay .
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#205 (comment)
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Did-g. Sean wrote: Sean thinks it is a hack, but does it help get the routing started in close shoreline situations? Would it help the user or confuse them? Is there a similar way to adjust parameters that might be better? |
I think this could be an advanced configuration option, but by default it's confusing. |
Can this add the slow start as optional? |
Did-g can you force another appveyor compile? I will test it on windows. |
Not yet. |
@rgleason
In its current form it's of limit value, next patches reduce time interval for a number of step. |
Provincetown, Cape Cod is the perfect test example where it should work. I would like to be able to move the boat into the inner hook area and just have WR_pi figure out the right parameters to sail out of there. Did-g I don't really understand your techno-speak. Sorry. I don't see any evidence of the algorithm working in the example posted above.
It would be great to get something like this working, as it would eliminate a lot of headaches for new users who don't understand the plugin very well, I think. |
I would like to see a third tab next to Basic and Advanced which might be "Slow Start" Basic Advanced [Checkbox] Use the slow start feature Computation when "Fail" is imminent or has occurred,
There should also be an optional checkbox to enable this feature. |
Isn't it possible to do something using did-g's idea (or along those lines) that will improve start and completion near land? I've provided some good examples above that should help with the problem too. Users seem to have difficulty with this and something that automatically kicks in is using the computer for what it is best at. "Slow start and finish" settings override: with user adjustment, perhaps in a third tab titled "Slow start/finish" Prerequisites
Parameter Default Value
PS: We're going to be adding a bunch of polar files which have been checked and reviewed by Bill B who has been cleaning them up. |
Also when a route goes through an area of islands or is trying to get around a point, when the routing fails, or is getting close to failing, perhaps these settings should also automatically be tried. |
@seandepagnier @did-g Parameter Default Value (User adjustable) Wish this could be done on top of the current version mauroc/squiddio_pi#151 |
I've also hit similar issues, and I'm exploring options to address this problem. One of the options is to leverage a tessellation using a hexagonal grid with the H3 library. Pre-calculate a multi-resolution H3 grid:
This grid could be calculated offline using the OSM dataset and published as a downloadable dataset. Calculate shortest path(s): This approach would handle complex geographic features like islands, peninsulas, and channels more effectively than a simple great circle route. One sub-variant would be to calculate the top-N shortest paths on the H3 grid, where the paths do not have a homotopy equivalence. Paths that go around different sides of an island or through different channels are not homotopy equivalent, as they cannot be continuously deformed into each other without passing through land. Build isochrones along the H3 path:
At least on paper, it should be possible to plan a route that must go around arbitrarily complex or large land features, without forcing the user to try different angular values. This would yield a simpler user experience, at the cost of increased algorithmic complexity. I am still exploring and I'm not sure if that would yield good results at reasonable computational costs. |
why hexigons? Cant squares work and be simpler to implement and basically the same algorithmic improvement? It currently is supposed to use binary trees for coastlines broken down in this manner to reduce the computation in detecting coastlines from n to log(n) |
Hi,
If started near shore routing is often stuck by land, try to get out of it.
For the first step do a full search with 1° step, it's fast enough.
Regards
Didier