Check if box is covered by spheres - algorithm

I have an axis alligned 3D box (cuboid), and a sphere at each of its vertices (each with different radius). How can I check if all points of the box are covered by any of the spheres?
I need an algorithm that is rather fast, and not necessarily exact.
False negatives -- that is saying that the box is not covered when in fact it is -- are not a big problem, but still I would like to minimise this kind of errors. False positives are unacceptable.
Intended use is calculating volume of an object specified by a signed distance function. I'm recursively dividing space and if a given box is completely outside or inside of the object, I know I can stop recursion on this level. False negative would cause extra splitting of the box, but not an error in the result.

(While I'm trying to find a geometrically optimal version, here's a simple idea that's sure to work, but it may return some false negatives.)
Consider two spheres at diagonally opposite corners of the box. Each of the spheres has 3 or more points where it intersects with the edges of the box. Seen from the opposite corner, one of these points is the furthest point inside the box on the sphere. That means that if all these points are covered by the opposite sphere, then the whole box is covered by these two spheres.
example 1: all points covered by diagonally opposite sphere
If the two spheres don't cover the whole box, check the other 3 pairs of diagonally opposite spheres. If one of the pairs covers the box, then it is covered by the 8 spheres. If none of the pairs covers the box, then it may or may not be covered by the 8 spheres (possible false negative).
example 2: some points not covered by diagonally opposite sphere
In the specific case of a cubic box, the radius of two diagonally opposite spheres which cover the whole cube with size 1 is given by these formulas:
0 ≤ ra ≤ 1 → rb ≥ √(2 + (1 - ra)2)
1 ≤ ra ≤ √2 → rb ≥ √(1 + (1 - √(ra2 - 1))2)
√2 ≤ ra ≤ √3 → rb ≥ 1 - √(ra2 - 2)
To avoid time-consuming calculations, using linear interpolation between a few points (including the breakpoints at 1 and √2) will give a conservative approximation. Or you can use the simpler but less precise approximation of ra2 + rb2 ≥ 3 (the blue circle on the graph below).
There is a similar method where you consider the 4 spheres around the bottom corners of the box, find the "landscape" their surfaces create inside the box, and then find the lowest point in this "landscape". If you then do the same for the top spheres, and the minimum heights of the two landscapes sum to more than the height of the box, then the box is covered by the spheres.
You can then also check the left/right and front/rear minimum heights to see whether they add up to the width and depth of the box. If any of them do, then the box is covered by the spheres. If none does, it is unsure whether the box is covered (possible false negative). Since this method considers all the spheres at once, I think it'll give fewer false negatives than the diagonally-opposite spheres method.
example 3a: finding the intersections of the 4 spheres
Seen from above, the intersection between any two spheres is the line between the two intersecting points of the circles where the spheres intersect the bottom side of the box.
example 3b: finding the lowest points on the intersections
The intersections between spheres join up to form the "valleys" in the "landscape". The highest point of a valley between two neighbouring spheres is at the edge of the box, the highest point of a valley between two diagonally opposite spheres is on the diagonal between their centers. So the lowest points are where the "valleys" meet. Which of these points is the lowest, is determined by their distance to the diagonal between the centers of the two largest spheres.
example 3c: side not completely covered
If some of the "valleys" don't meet, then part of the bottom side is not covered by these 4 spheres, and the minimum height is obviously zero.
I've been fiddling around with code for the minimum-height method, and the geometry needed to calculate the lowest point between 4 spheres is actually quite simple:
For the lowest point to be higher than zero, two diagonally opposed spheres need to intersect, i.e. ra+rc or rb+rd is not less than the box side's diagonal.
The height of a sphere with radius r above a point that is distance d away from the sphere's center is √r2-d2.
The part of a smaller sphere inside the box is completely contained within a larger sphere if the height of the larger sphere above the center point of the smaller sphere is greater than the smaller sphere's radius. The smaller sphere can then be ignored, because it has no impact on the height of the "landscape".
Two spheres a and b, whose centers are at a distance d from each other, intersect at a distance d2+ra2-rb2 / 2×d from the center of sphere a.

I think, due to the complexity of the problem, and since you accept false negatives, it would be a proper solution to just check if each sphere's radius is greater than half of the main diagonal (r*r > a*a + b*b + c*c). In this case, each sphere covers at least "its" 1/8 part of the cuboid and hence the cuboid is covered.

Related

How to find collision center of two rectangles? Rects can be rotated

I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding.
I need to find the center of the intersection, the black point on the image above (but I don't have the intersection area neither). I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this.
The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.
I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision center. Any ideas?
There is another way of doing this: finding the center of mass of the collision area by sampling points.
Create the following function:
bool IsPointInsideRectangle(Rectangle r, Point p);
Define a search rectangle as:
TopLeft = (MIN(x), MAX(y))
TopRight = (MAX(x), MAX(y))
LowerLeft = (MIN(x), MIN(y))
LowerRight = (MAX(x), MIN(y))
Where x and y are the coordinates of both rectangles.
You will now define a step for dividing the search area like a mesh. I suggest you use AVG(W,H)/2 where W and H are the width and height of the search area.
Then, you iterate on the mesh points finding for each one if it is inside the collition area:
IsPointInsideRectangle(rectangle1, point) AND IsPointInsideRectangle(rectangle2, point)
Define:
Xi : the ith partition of the mesh in X axis.
CXi: the count of mesh points that are inside the collision area for Xi.
Then:
And you can do the same thing with Y off course. Here is an ilustrative example of this approach:
You need to do the intersection of the boundaries of the boxes using the line to line intersection equation/algorithm.
http://en.wikipedia.org/wiki/Line-line_intersection
Once you have the points that cross you might be ok with the average of those points or the center given a particular direction possibly. The middle is a little vague in the question.
Edit: also in addition to this you need to work out if any of the corners of either of the two rectangles are inside the other (this should be easy enough to work out, even from the intersections). This should be added in with the intersections when calculating the "average" center point.
This one's tricky because irregular polygons have no defined center. Since your polygons are (in the case of rectangles) guaranteed to be convex, you can probably find the corners of the polygon that comprises the collision (which can include corners of the original shapes or intersections of the edges) and average them to get ... something. It will probably be vaguely close to where you would expect the "center" to be, and for regular polygons it would probably match exactly, but whether it would mean anything mathematically is a bit of a different story.
I've been fiddling mathematically and come up with the following, which solves the smoothness problem when points appear and disappear (as can happen when the movement of a hitbox causes a rectangle to become a triangle or vice versa). Without this bit of extra, adding and removing corners will cause the centroid to jump.
Here, take this fooplot.
The plot illustrates 2 rectangles, R and B (for Red and Blue). The intersection sweeps out an area G (for Green). The Unweighted and Weighted Centers (both Purple) are calculated via the following methods:
(0.225, -0.45): Average of corners of G
(0.2077, -0.473): Average of weighted corners of G
A weighted corner of a polygon is defined as the coordinates of the corner, weighted by the sin of the angle of the corner.
This polygon has two 90 degree angles, one 59.03 degree angle, and one 120.96 degree angle. (Both of the non-right angles have the same sine, sin(Ɵ) = 0.8574929...
The coordinates of the weighted center are thus:
( (sin(Ɵ) * (0.3 + 0.6) + 1 - 1) / (2 + 2 * sin(Ɵ)), // x
(sin(Ɵ) * (1.3 - 1.6) + 0 - 1.5) / (2 + 2 * sin(Ɵ)) ) // y
= (0.2077, -0.473)
With the provided example, the difference isn't very noticeable, but if the 4gon were much closer to a 3gon, there would be a significant deviation.
If you don't need to know the actual coordinates of the region, you could make two CALayers whose frames are the rectangles, and use one to mask the other. Then, if you set an image in the one being masked, it will only show up in the area where they overlap.

Area of Intersection of Two Rotated Rectangles

I have two 2D rectangles, defined as an origin (x,y) a size (height, width) and an angle of rotation (0-360°). I can guarantee that both rectangles are the same size.
I need to calculate the approximate area of intersection of these two rectangles.
The calculation does not need to be exact, although it can be. I will be comparing the result with other areas of intersection to determine the largest area of intersection in a set of rectangles, so it only needs to be accurate relative to other computations of the same algorithm.
I thought about using the area of the bounding box of the intersected region, but I'm having trouble getting the vertices of the intersected region because of all of the different possible cases:
I'm writing this program in Objective-C in the Cocoa framework, for what it's worth, so if anyone knows any shortcuts using NSBezierPath or something you're welcome to suggest that too.
To supplement the other answers, your problem is an instance of line clipping, a topic heavily studied in computer graphics, and for which there are many algorithms available.
If you rotate your coordinate system so that one rectangle has a horizontal edge, then the problem is exactly line clipping from there on.
You could start at the Wikipedia article on the topic, and investigate from there.
A simple algorithm that will give an approximate answer is sampling.
Divide one of your rectangles up into grids of small squares. For each intersection point, check if that point is inside the other rectangle. The number of points that lie inside the other rectangle will be a fairly good approximation to the area of the overlapping region. Increasing the density of points will increase the accuracy of the calculation, at the cost of performance.
In any case, computing the exact intersection polygon of two convex polygons is an easy task, since any convex polygon can be seen as an intersection of half-planes. "Sequential cutting" does the job.
Choose one rectangle (any) as the cutting rectangle. Iterate through the sides of the cutting rectangle, one by one. Cut the second rectangle by the line that contains the current side of the cutting rectangle and discard everything that lies in the "outer" half-plane.
Once you finish iterating through all cutting sides, what remains of the other rectangle is the result.
You can actually compute the exact area.
Make one polygon out of the two rectangles. See this question (especially this answer), or use the gpc library.
Find the area of this polygon. See here.
The shared area is
area of rectangle 1 + area of rectangle 2 - area of aggregated polygon
Take each line segment of each rectangle and see if they intersect. There will be several possibilities:
If none intersect - shared area is zero - unless all points of one are inside the other. In that case the shared area is the area of the smaller one.
a If two consecutive edges of one rectactangle intersect with a single edge of another rectangle, this forms a triangle. Compute its area.
b. If the edges are not consequtive, this forms a quadrilateral. Compute a line from two opposite corners of the quadrilateral, this makes two triangles. Compute the area of each and sum.
If two edges of one intersect with two edges of another, then you will have a quadrilateral. Compute as in 2b.
If each edge of one intersects with each edge of the other, you will have an octagon. Break it up into triangles ( e.g. draw a ray from one vertex to each other vertex to make 4 triangles )
#edit: I have a more general solution.
Check the special case in 1.
Then start with any intersecting vertex, and follow the edges from there to any other intersection point until you are back to the first intersecting vertex. This forms a convex polygon. draw a ray from the first vertex to each opposite vetex ( e.g. skip the vertex to the left and right. ) This will divide it into a bunch of triangles. compute the area for each and sum.
A brute-force-ish way:
take all points from the set of [corners of
rectangles] + [points of intersection of edges]
remove the points that are not inside or on the edge of both rectangles.
Now You have corners of intersection. Note that the intersection is convex.
sort the remaining points by angle between arbitrary point from the set, arbitrary other point, and the given point.
Now You have the points of intersection in order.
calculate area the usual way (by cross product)
.

How to approximate a polygon with n rectangles?

Is there any algorithm that can approximate the given polygon with n non overlapping rectangles that gives the maximum coverage? By maximum coverage I mean, the sum of the rectangle areas are maximized. Rectangles are not necessarily equal sized.
The polygons I am dealing are convex. If exact solution is hard/expensive to find (which I am expecting it to be), simple good heuristics are welcome too.
Edit I always thought of approximating the polygon with rectangles inside polygon, but solutions with rectangles not totally inside polygons are also fine. If that is the case, maximization of the area becomes minimization of the area.
Edit 2 I forgot to mention that these rectangles are orthogonal rectangles, i.e. aligned with axises.
One approach would be to create a (in the general case rectangular) bounding box for your polygon. Calculate the difference between the area of the bounding box and the area of the polygon. If the difference is small enough, you're done, if not, continue ...
Divide the box into 4 equal-sized rectangles, 2x2. Figure out which of these rectangles is entirely inside the polygon. Calculate the difference between the total area of the rectangles inside the polygon and of the polygon. If the difference is small enough you're done, if not continue ...
Divide each of the 4 rectangles into 4 sub-rectangles ... if at any stage you find that a rectangle is either fully inside or fully outside your polygon you can remove it from the list of rectangles to subdivide at the next iteration.
In other words, use a quadtree to divide the space containing your polygon and develop it to the extent necessary to meet your accuracy criteria.
Create a queue of polygons, Q, to be processed
Add the initial polygon to Q
Remove a polygon P from Q
Find the longest side A of P
Rotate P so that A is on the X-axis
If P is a triangle, split it with a perpendicular line in the centre of A:
Add the two halves G and H to Q and goto 3
(Now, P has 4 or more sides)
If X and/or Y are acute:
10 . Take the next longest side of P, A, and goto 5
11 . Project a red rectangle up from A. Find the 2 points where it intersects P, B and C:
12 . Choose the longer(B) and finalise the green rectangle
13 . Add the remaining figures (D, E and F) to Q
14 . Goto 3
I realize this is a really old question but I recently stumbled across a similar problem where I had to try to approximate a polygon with rectangles. Using some of the ideas presented here and elsewhere, I started with an inscribed rectangle and generated rectangles around the inscribed rectangle to provide the general shape of the polygon.
This approach works well for convex polygons and reasonable well for some concave polygons - especially if you take an iterative approach (e.g. feed output rectangles as inputs to another iteration).
For extremely concave shapes, you might consider breaking up the polygon into convex hulls and then applying the technique I described above. The Bayazit implementation looks very promising.
In case anyone is interested, I have posted my implementation using inscribed rectangles here:
https://github.com/pborissow/Poly2Rect
A first idea, maybe others can improve on it.
place a squaresomewhere inside the polygon, as far as possible away from any edges.
iteratively
1.) grow it,
2.) move it and turn it to maximize its distance from edges. until you can't grow it any more
start from the beginning, while considering edges of placed rectangles as edges of the polygon.

Find the largest convex black area in an image

I have an image of which this is a small cut-out:
As you can see it are white pixels on a black background. We can draw imaginary lines between these pixels (or better, points). With these lines we can enclose areas.
How can I find the largest convex black area in this image that doesn't contain a white pixel in it?
Here is a small hand-drawn example of what I mean by the largest convex black area:
P.S.: The image is not noise, it represents the primes below 10000000 ordered horizontally.
Trying to find maximum convex area is a difficult task to do. Wouldn't you just be fine with finding rectangles with maximum area? This problem is much easier and can be solved in O(n) - linear time in number of pixels. The algorithm follows.
Say you want to find largest rectangle of free (white) pixels (Sorry, I have images with different colors - white is equivalent to your black, grey is equivalent to your white).
You can do this very efficiently by two pass linear O(n) time algorithm (n being number of pixels):
1) in a first pass, go by columns, from bottom to top, and for each pixel, denote the number of consecutive pixels available up to this one:
repeat, until:
2) in a second pass, go by rows, read current_number. For each number k keep track of the sums of consecutive numbers that were >= k (i.e. potential rectangles of height k). Close the sums (potential rectangles) for k > current_number and look if the sum (~ rectangle area) is greater than the current maximum - if yes, update the maximum. At the end of each line, close all opened potential rectangles (for all k).
This way you will obtain all maximum rectangles. It is not the same as maximum convex area of course, but probably would give you some hints (some heuristics) on where to look for maximum convex areas.
I'll sketch a correct, poly-time algorithm. Undoubtedly there are data-structural improvements to be made, but I believe that a better understanding of this problem in particular will be required to search very large datasets (or, perhaps, an ad-hoc upper bound on the dimensions of the box containing the polygon).
The main loop consists of guessing the lowest point p in the largest convex polygon (breaking ties in favor of the leftmost point) and then computing the largest convex polygon that can be with p and points q such that (q.y > p.y) || (q.y == p.y && q.x > p.x).
The dynamic program relies on the same geometric facts as Graham's scan. Assume without loss of generality that p = (0, 0) and sort the points q in order of the counterclockwise angle they make with the x-axis (compare two points by considering the sign of their dot product). Let the points in sorted order be q1, …, qn. Let q0 = p. For each 0 ≤ i < j ≤ n, we're going to compute the largest convex polygon on points q0, a subset of q1, …, qi - 1, qi, and qj.
The base cases where i = 0 are easy, since the only “polygon” is the zero-area segment q0qj. Inductively, to compute the (i, j) entry, we're going to try, for all 0 ≤ k ≤ i, extending the (k, i) polygon with (i, j). When can we do this? In the first place, the triangle q0qiqj must not contain other points. The other condition is that the angle qkqiqj had better not be a right turn (once again, check the sign of the appropriate dot product).
At the end, return the largest polygon found. Why does this work? It's not hard to prove that convex polygons have the optimal substructure required by the dynamic program and that the program considers exactly those polygons satisfying Graham's characterization of convexity.
You could try treating the pixels as vertices and performing Delaunay triangulation of the pointset. Then you would need to find the largest set of connected triangles that does not create a concave shape and does not have any internal vertices.
If I understand your problem correctly, it's an instance of Connected Component Labeling. You can start for example at: http://en.wikipedia.org/wiki/Connected-component_labeling
I thought of an approach to solve this problem:
Out of the set of all points generate all possible 3-point-subsets. This is a set of all the triangles in your space. From this set remove all triangles that contain another point and you obtain the set of all empty triangles.
For each of the empty triangles you would then grow it to its maximum size. That is, for every point outside the rectangle you would insert it between the two closest points of the polygon and check if there are points within this new triangle. If not, you will remember that point and the area it adds. For every new point you want to add that one that maximizes the added area. When no more point can be added the maximum convex polygon has been constructed. Record the area for each polygon and remember the one with the largest area.
Crucial to the performance of this algorithm is your ability to determine a) whether a point lies within a triangle and b) whether the polygon remains convex after adding a certain point.
I think you can reduce b) to be a problem of a) and then you only need to find the most efficient method to determine whether a point is within a triangle. The reduction of the search space can be achieved as follows: Take a triangle and increase all edges to infinite length in both directions. This separates the area outside the triangle into 6 subregions. Good for us is that only 3 of those subregions can contain points that would adhere to the convexity constraint. Thus for each point that you test you need to determine if its in a convex-expanding subregion, which again is the question of whether it's in a certain triangle.
The whole polygon as it evolves and approaches the shape of a circle will have smaller and smaller regions that still allow convex expansion. A point once in a concave region will not become part of the convex-expanding region again so you can quickly reduce the number of points you'll have to consider for expansion. Additionally while testing points for expansion you can further cut down the list of possible points. If a point is tested false, then it is in the concave subregion of another point and thus all other points in the concave subregion of the tested points need not be considered as they're also in the concave subregion of the inner point. You should be able to cut down to a list of possible points very quickly.
Still you need to do this for every empty triangle of course.
Unfortunately I can't guarantee that by adding always the maximum new region your polygon becomes the maximum polygon possible.

Circle to Circle Segment Collision

I'm struggling to find a rock solid solution to detecting collisions between a circle and a circle segment. Imagine a Field of View cone for a game enemy, with the circles representing objects of interest.
The diagram at the bottom is something I drew to try and work out some possible cases, but i'm sure there are more.
I understand how to quickly exlude extreme cases, I discard any targets that don't collide with the entire circle, and any cases where the center of the main circle is within the target circle are automatically true (E in the diagram).
I'm struggling to find a good way to check the rest of the cases. I've tried comparing distances between circle centers and the end points of the segments outer lines, and i've tried working out the angle of the center of the target circle from the center of the main circle and determining whether that is within the segment, but neither way seems to catch all cases.
Specifically it seems to go funky if the target circle is close to the center but not touching it (somewhere between E and B below), or if the segment is narrower than the target circle (so that the center is within the segment but both edges are outside it).
Is there a reliable method for doing this?
Extra info: The segment is described by position P, orientation O (whose magnitude is the circle radius), and a view size, S.
My most successful attempt to date involved determining the angles of the vectors ca1 and ca2, and checking if either of them lies between the angles of vectors a1 and a2. This works for some cases as explained above, but not situations where the target circle is larger than the segment.
Edit 2
After implementing the best suggestion from below, there is still a false positive which I am unsure how best to eliminate. See the pink diagram below. The circle in the lower right is reporting as colliding with the segment because it's bounds overlap both half spaces and the main circle.
Final Edit
After discovering another edge case (4th image), i've settled on an approach which combines the two top answers from below and seems to cover all bases. I'll describe it here for the sake of those who follow.
First exclude anything that fails a quick circle-to-circle test.
Then test for collision between the circle and the two outer lines of the segment. If it touches either, return true.
Finally, do a couple of point-to-halfspace tests using the center of the circle and the two outer lines (as described by Gareth below). If it passes both of those it's in, otherwise return false.
A. Check if it is intersecting the whole cirlce.
B. Check if it is intersecting either of the straight segment lines.
C. If not, check if the angle between the circle centres lies in the angular range of the segment (dot product is good for this).
Intersection requires A && (B || C)
A circular segment (with central angle less than 180°) is the intersection of three figures: a circle, and two half-planes:
So a figure intersects the circular segment only if it intersects all three of these figures. [That's only if but not if; see below.]
Circle/circle intersection is easy (compare the distance between their centres with the sum of their radii).
For circle/half-plane intersection, represent the half-plane in the form p · n ≤ k (where p is the point to be tested, n is a unit vector that's normal to the line defining the half-plane, and k is a constant). Then a circle with centre x and radius r intersects the half-plane if x · n ≤ k + r.
(If you need to handle a circular segment with central angle greater than 180°, split it into two segments with central angle less than 180°. If I understand your problem description correctly, you won't need to do this, since your field of view will always be less than 180°, but it's worth mentioning.)
Edited to add: as pointed out by beeglebug, a circle can intersect all three figures without intersecting their intersection. Oops. But I believe that this can only happen when the circle is behind the centre of the segment, as in the diagram below, and in this case we can apply the separating axis test for convex figures.
The separating axis theorem says that two convex figures fail to intersect if there exists a line such that one figure falls entirely on one side of the line, and the other figure on the other.
If any separating axis exists in this case, then the axis that's perpendicular to the line between the centre of the circle and the centre of the segment is a separating axis (as shown).
Let the centre of the segment be at the origin, let the circle have centre x and radius r, and let the two half-planes have (outward) normals n₁ and n₂. The circle is "behind" the segment if
x · n₁ > 0 and x · n₂ > 0
and the axis separates it from the segment if
|x| > r

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