calculating bounded polygon from intersecting linestrings - boost

I am using boost geometry and I am trying to calculate a "bounded" polygon (see image below) from intersecting polylines (linestrings 2d in Boost geometry). Currently, my approach is i) to get all the intersection points between these lines and then ii) "split" each line at the intersection points. However, this algorithm is a little bit exhaustive. Does anyone know if boost geometry has something more efficient for this?
Moreover, how could I get the segment (or vector of points) for each linestring that lie withing two intersection points? For example, for the green linestring, if I have the two red intersection points, how can I get the linestring between these two points (vector of points containing the two red intersection points and the two interior blue points)? Is there any "split"-like functionality in boost geometry?
Any suggestion is much appreciated. Thanks a lot in advance.

From the given description, it seems that the (poly)lines intersect in pairs to form a single loop, so that the inner polygon is well defined. If this is not true, the solution is not unique.
As the number of lines is small, exhaustive search for the pairwise intersections will not be a big sin. For 5 (poly)lines, there are 10 pairs to be tried, while you expect 5 intersections. Forming the loop from the intersections is not a big deal.
What matters most is if Boost Geometry uses an efficient algorithm to intersect polylines. Unsure if this is documented. For moderate numbers of vertices (say below 100), this is not so important.
If the number of points is truly large, you can resort to an efficient line segment intersection algorithm, which lowers the complexity from O(n²+k) down to O((n+k) log n). See https://en.wikipedia.org/wiki/Bentley%E2%80%93Ottmann_algorithm. You can process all polylines in a single go.
If your polylines have specific properties, they can be exploited to ease the task.

Related

How to compute the set of polygons from a set of overlapping circles?

This question is an extension on some computation details of this question.
Suppose one has a set of (potentially overlapping) circles, and one wishes to compute the area this set of circles covers. (For simplicity, one can assume some precomputation steps have been made, such as getting rid of circles included entirely in other circles, as well as that the circles induce one connected component.)
One way to do this is mentioned in Ants Aasma's and Timothy's Shields' answers, being that the area of overlapping circles is just a collection of circle slices and polygons, both of which the area is easy to compute.
The trouble I'm encountering however is the computation of these polygons. The nodes of the polygons (consisting of circle centers and "outer" intersection points) are easy enough to compute:
And at first I thought a simple algorithm of picking a random node and visiting neighbors in clockwise order would be sufficient, but this can result in the following "outer" polygon to be constructed, which is not part of the correct polygons.
So I thought of different approaches. A Breadth First Search to compute minimal cycles, but I think the previous counterexample can easily be modified so that this approach results in the "inner" polygon containing the hole (and which is thus not a correct polygon).
I was thinking of maybe running a Las Vegas style algorithm, taking random points and if said point is in an intersection of circles, try to compute the corresponding polygon. If such a polygon exists, remove circle centers and intersection points composing said polygon. Repeat until no circle centers or intersection points remain.
This would avoid ending up computing the "outer" polygon or the "inner" polygon, but would introduce new problems (outside of the potentially high running time) e.g. more than 2 circles intersecting in a single intersection point could remove said intersection point when computing one polygon, but would be necessary still for the next.
Ultimately, my question is: How to compute such polygons?
PS: As a bonus question for after having computed the polygons, how to know which angle to consider when computing the area of some circle slice, between theta and 2PI - theta?
Once we have the points of the polygons in the right order, computing the area is a not too difficult.
The way to achieve that is by exploiting planar duality. See the Wikipedia article on the doubly connected edge list representation for diagrams, but the gist is, given an oriented edge whose right face is inside a polygon, the next oriented edge in that polygon is the reverse direction of the previous oriented edge with the same head in clockwise order.
Hence we've reduced the problem to finding the oriented edges of the polygonal union and determining the correct order with respect to each head. We actually solve the latter problem first. Each intersection of disks gives rise to a quadrilateral. Let's call the centers C and D and the intersections A and B. Assume without loss of generality that the disk centered at C is not smaller than the disk centered at D. The interior angle formed by A→C←B is less than 180 degrees, so the signed area of that triangle is negative if and only if A→C precedes B→C in clockwise order around C, in turn if and only if B→D precedes A→D in clockwise order around D.
Now we determine which edges are actually polygon boundaries. For a particular disk, we have a bunch of angle intervals around its center from before (each sweeping out the clockwise sector from the first endpoint to the second). What we need amounts to a more complicated version of the common interview question of computing the union of segments. The usual sweep line algorithm that increases the cover count whenever it scans an opening endpoint and decreases the cover count whenever it scans a closing endpoint can be made to work here, with the adjustment that we need to initialize the count not to 0 but to the proper cover count of the starting angle.
There's a way to do all of this with no trigonometry, just subtraction and determinants and comparisons.

Finding a point that is not inside any rotated rectangles

I'm looking for an algorithm that can quickly (I'm heavily constrained by performance) find a point inside of a circle, where this point is outside of all rectangles in a provided set (these rectangles can be rotated).
Or alternatively, to find a circle A with its center inside a circle B, where circle A does not intersect with a set of line segments.
The only solution I can come up with is to just loop through samples of points and then loop through the rectangles for each of them. But since my space is continuous, that's quite a pain. I'm basically satisfied with just a single point that doesn't intersect, but there will be cases where no such points exist. In the latter case I would ideally try to find a point with the least amount of intersections, or be able to find the answer that no such point exists.
Does anyone know of any algorithms that can accomplish this in something less than O(n^2)? Anything that would help identify good candidate points would be awesome too.
A typical example of the situation is this:
Lots of big rectangles, with small circle in which I hope to find a point (here indicated with blue). It's common that many of the rectangles fall completely outside of the circle, and also common that the circle is completely covered. There's only a small set of lengths and widths that tend to be used for the rectangles.
There are probably several interesting ways to do this. The simplest algorithm I can think of that gives a decent runtime is an algorithm as follows:
Treat all rectangles as a set of line segments.
Use an efficient algorithm to find the intersection of all line segments (for example the Bentley-Ottmann algorithm.)
Create a list of points of interest (POIs) that are either a) the corners of a rectangle or b) the intersection points computed in 2.
Create a finer set of line segments such that each line segment terminates at a POI defined in 3.
Using the POIs and the finer set of line segments from 4, compute a constrained triangulation (for example a Constrained Delaunay Triangulation.)
Pick any (unlabeled) triangle to start. Determine if the triangle lies within at least one rectangle (label it as a COVERED triangle) or not (label it as a FREE triangle). To do this you can use any point in polygon algorithm, for example ray-casting.
Run a Depth or Breadth first search starting at this triangle and expanding to neighbors, taking care not to cross between any triangle pair that would require crossing a line segment defined in 4. For every triangle visited, label it as the same label as the starting triangle.
Repeat 6-7 until all triangles are labeled (or all triangles covering the circle of interest are labeled.)
The union of all FREE triangles intersected with the circled of interest yields precisely the points that are not covered by any rectangle and are within the circle.
Note, this algorithm is a bit general and can be improved by focusing only in the area around the circle (for example a bounding box region can only be considered, with the bounding box encompassing all rectangles intersecting the circle.)
To analyze the runtime, consider the runtime of each key step:
has a runtime of O((n+k) log n) where k is the number of intersections, where n is the number of line segments.
has a runtime of O(m log m) where m is the number of POIs, m is O(n+k)
and 7. should be analyzed together. In the worst case, each triangle would need O(n) computations to check for containment in a rectangle. Given that there would be O(m) triangles this would yield a O(nm) bound. However, the purpose of the triangulation is to reuse the point in polygon computation for the seeding triangle to label as many neighboring triangles as possible. In practice the number of triangles that would require a point in polygon computation should be negligible. Therefore the runtime of this step is O(tn) where t is the number of traingles for which point in polygon computations are performed.
The runtime expected is, therefore, O((n+k) log n + t(n+k)) where k is the number of intersections in step 2 and t is the number of triangles for which point in polygon computations are performed. In the worst case this is O(n^2 log n) as you can create a pathological example with n^2 intersections, but this should be unlikely if not possible. Likewise, the number t should be kept to a minimum to make this as efficient as possible. If both t << n and k << n^2, this would be quite efficient.
One approximation that could yield performance improvement:
Consider approximating the circle by a set of r line segments, and including these line segments in steps 1-5. While this is an approximation, it would potentially improve the runtime, as only triangles inside the circle would ever need to be considered.

Finding intersection between sets of points describing a curve

Say I have two sets of points
p1, p2, p3,... ,pn
and
q1, q2, q3,..., qn
which describe two paths (curves) in a plane. The points may not be evenly sampled from the curve, but they are "in order" (with regard to parameterizations of the curves). What is a good way to find out where these two curves intersect?
So for example, I may have just two points each
(0,0) (1,0)
and
(-5,1) (-4,-1)
in which case their intersection is (-4.5,0).
The most rudimentary way to do this would be to draw the edges between every two points, extend them, and see whether any two pairs of edges intersect in a suitable patch of land. I'm curious if there's a better way.
The most efficient way to find such intersection is by means of sweepline algorithms, that can achieve O(n log n + k) running time (n line segments having k intersections), better than the O(n²) by exhaustive comparisons. See http://www.ti.inf.ethz.ch/ew/lehre/CG09/materials/v9.pdf. Unfortunately, such solutions are rather sophisticated.
A possible alternative, much simpler to implement, is to use hierarchichal bounding: take the bounding box of every segment, merge the boxes two by two (consecutive segments), then four by four and so on. starting from N segments, you'll form hierarchy of N-1 bounding boxes.
Then, to intersect two curves, check interference of their top-level bounding boxes. If the do overlap, check interference of the sub-boxes, and so on recursively.
Unless your curves are closely intertwined, you can spare a large number of segment comparisons.
You can preprocess each polyline (chain of segments) and find a minimal bounding rectangle for each of them. Also you can build a hierarchical data structure for each polyline - a rectangle for the whole one, then a rectangle for each half and so on. You can use other geometrical forms instead of rectangle - circle or ellipse, for instance.
Then you can use Clipping and Culling to accelerate intersections search.
You can calculate bounding box around a set of points, say every 100 pair of points and intersect only those in a n x n manner. Bounding box intersections can be done very efficiently. If two bounding boxes (one from each curve) intersect, you can test for intersection just the edges involved inside of those boxes.
This will handle the case when there's more than one intersection between the curves. Just mind the boundary cases, when the point of intersection is actually one of the vertices defining an edge.

algorithm for optimal subdivision (i.e. tessellation / partitioning) of 2d polygons into smaller polygons?

I've got some 2D polygons, each as a list of clockwise coordinates. The polygons are
simple (i.e. they may be concave but they don't intersect themselves) and they don't overlap eachother.
I need to subdivide these polygons into smaller polygons to fit a size constraint. Just like the original polygons, the smaller ones should be simple (non-self-intersecting) and the constraint is they should each fit within one 'unit square' (which, for sake of simplicity, I can assume to be 1x1).
The thing is, I need to do this as efficiently as possible, where 'efficient' means the lowest number of resulting (small) polygons possible. Computation time is not important.
Is there some smart algorithm for this? At first I thought about recursively subdividing each polygon (splitting it in half, either horizontally or vertically whichever direction is larger) which works, but I don't seem to get very optimal results with this. Any ideas?
Draw a circle with a center of one of the initial points of initial polygon and radius of your desired length constraint.
The circle will intersect at least two lines at two points. Now you have your first triangle by the biggest as possible. Then choose those intersections as next target. Do until there is no initial points left outside. You have your triangles as large as possible(so as few as possible)
Do not account the already-created triangle edges as an intersection point.
Resulting polygons are not always triangle, they can be quads too. Maybe larger point-numbers too!
They all just nearly equal to the desired size.
Fine-tuning the interior parts would need some calculation.
I suggest you use the following:
Triangulate the polygon, e.g. using a sweep line algorithm.
Make sure all the triangles do not violate the constraint. If one violates the constraint, first try edge-flips to fix it, otherwise subdivide on the longest edge.
Use dynamic programming to join the triangles, while maintaining the constraint and only joining adjacent polygons.

Algorithm for determining whether a point is inside a 3D mesh

What is a fast algorithm for determining whether or not a point is inside a 3D mesh? For simplicity you can assume the mesh is all triangles and has no holes.
What I know so far is that one popular way of determining whether or not a ray has crossed a mesh is to count the number of ray/triangle intersections. It has to be fast because I am using it for a haptic medical simulation. So I cannot test all of the triangles for ray intersection. I need some kind of hashing or tree data structure to store the triangles in to help determine which triangle are relevant.
Also, I know that if I have any arbitrary 2D projection of the vertices, a simple point/triangle intersection test is all necessary. However, I'd still need to know which triangles are relevant and, in addition, which triangles lie in front of a the point and only test those triangles.
I solved my own problem. Basically, I take an arbitrary 2D projection (throw out one of the coordinates), and hash the AABBs (Axis Aligned Bounding Boxes) of the triangles to a 2D array. (A set of 3D cubes as mentioned by titus is overkill, as it only gives you a constant factor speedup.) Use the 2D array and the 2D projection of the point you are testing to get a small set of triangles, which you do a 3D ray/triangle intersection test on (see Intersections of Rays, Segments, Planes and Triangles in 3D) and count the number of triangles the ray intersection where the z-coordinate (the coordinate thrown out) is greater than the z-coordinate of the point. An even number of intersections means it is outside the mesh. An odd number of intersections means it is inside the mesh. This method is not only fast, but very easy to implement (which is exactly what I was looking for).
This is algorithm is efficient only if you have many queries to justify the time for constructing the data structure.
Divide the space into cubes of equal size (we'll figure out the size later). For each cube know which triangles has at least a point in it. Discard the cubes that don't contain anything. Do a ray casting algorithm as presented on wikipedia, but instead o testing if the line intersects each triangle, get all the cubes that intersect with the line, and then do ray casting only with the triangles in these cubes. Watch out not to test the same triangle more than one time because it is present in two cubes.
Finding the proper cube size is tricky, it shouldn't be neither to big or too small. It can only be found by trial and error.
Let's say number of cubes is c and number of triangles is t.
The mean number of triangles in a cube is t/c
k is mean number of cubes that intersect the ray
line-cube intersections + line-triangle intersection in those cubes has to be minimal
c+k*t/c=minimal => c=sqrt(t*k)
You'll have to test out values for the size of the cubes until c=sqrt(t*k) is true
A good starting guess for the size of the cube would be sqrt(mesh width)
To have some perspective, for 1M triangles you'll test on the order of 1k intersections
Ray Triangle Intersection appears to be a good algorithm when it comes to accuracy. The Wiki has some more algorithms. I am linking it here, but you might have seen this already.
Can you, perhaps improvise by, maintaining a matrix of relationship between the points and the plane to which they make the vertices? This subject appears to be a topic of investigation in the academia. Not sure how to access more discussions related to this.

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