I am currently working on a Bin Packing program and need to know what would be the most efficient way of getting boxes (arbitrary width, length, and height) to be sorted in the manner below?
Biggest (Cube-like) shaped boxes then Tallest (Thin-like) shaped boxes
TO
Smallest (Cube-like) shaped boxes then shortest (Thin-like) shaped
boxes
I have tried sorting Volume Then Height, Height then Volume, and Surface-Area then Height. They are decent ways to do it but I want a more optimal solution.
Related
Let's say I have a set of rectangles of varying widths and heights, which cannot be rotated.
I now want to fit a subset of those into a larger rectangle with a set height and width, so that the sum of the areas of the smaller rectangles is maximized.
Is there an algorithm that can help me solve this problem?
I tried looking into rectangle packing in general, but all I could find were questions about minimizing the area taken up by the rectangles.
Here is a graphical example of what I want to do:
The rectangles on the right are the aforementioned set of smaller rectangles, which I want to fit into the left one.
As I cannot possibly put all the small rectangles into the bigger one, I now have to choose an optimal subset of them, like this, for example:
Is this the best arrangement and subset of rectangles? Probably not, since there is still some space left in the bigger rectangle. In an ideal case, the would be exactly 0 space left, and the sum of the areas of the small rectangles would be equal to the area of the big rectangle. However, as this is rarely possible, I need an algorithm, that can find the best possible arrangement and subset.
I'm not sure if there's an algorithm that can solve this.
A given number of rectangles are placed side by side horizontally from left to right to form a shape. You are given the width and height of each.
How would you determine the minimum number of rectangles needed to cover the whole shape?
i.e How would you redraw this shape using as few rectangles as possible?
I've can only think about trying to squeeze as many big rectangles as i can but that seems inefficient.
Any ideas?
Edit:
You are given a number n , and then n sizes:
2
1 3
2 5
The above would have two rectangles of sizes 1x3 and 2x5 next to each other.
I'm wondering how many rectangles would i least need to recreate that shape given rectangles cannot overlap.
Since your rectangles are well aligned, it makes the problem easier. You can simply create rectangles from the bottom up. Each time you do that, it creates new shapes to check. The good thing is, all your new shapes will also be base-aligned, and you can just repeat as necessary.
First, you want to find the minimum height rectangle. Make a rectangle that height, with the width as total width for the shape. Cut that much off the bottom of the shape.
You'll be left with multiple shapes. For each one, do the same thing.
Finding the minimum height rectangle should be O(n). Since you do that for each group, worst case is all different heights. Totals out to O(n2).
For example:
In the image, the minimum for each shape is highlighted green. The resulting rectangle is blue, to the right. The total number of rectangles needed is the total number of blue ones in the image, 7.
Note that I'm explaining this as if these were physical rectangles. In code, you can completely do away with the width, since it doesn't matter in the least unless you want to output the rectangles rather than just counting how many it takes.
You can also reduce the "make a rectangle and cut it from the shape" to simply subtracting the height from each rectangle that makes up that shape/subshape. Each contiguous section of shapes with +ve height after doing so will make up a new subshape.
If you look for an overview on algorithms for the general problem, Rectangular Decomposition of Binary Images (article by Tomas Suk, Cyril Höschl, and Jan Flusser) might be helpful. It compares different approaches: row methods, quadtree, largest inscribed block, transformation- and graph-based methods.
A juicy figure (from page 11) as an appetizer:
Figure 5: (a) The binary convolution kernel used in the experiment. (b) Its 10 blocks of GBD decomposition.
I have a case where I have a container rectangle of fixed dimensions, say WXH and I want to fill it up with two kinds of rectangles, with dimensions say w1Xh1 and w2Xh2,we can assume that w1,w2,h1 and h2 are integers, and these filling rectangles can be rotated by 90 degrees only. I want to fill up the container rectangle completely, for which there will be overlaps between rectangles. So, I have two objectives, first to determine minimum overlap area possible, and second determining the tiling placement(s) of rectangles that results in this minimum overlap area. How do I approach this problem? Is it possible to derive an exact solution algo for this? Will there be a unique tile placement solution?
I need to solve the following problem:
I have multiple rectangles of sizes: width height, width/2 height/2, width/4 height/4 , width/8 height/8 ... etc
I need to pack these rectangles in a big rectangle of size x*width y*height such that no rectangles overlap, the rectangles are distributed randomly in the packing and any rectangle should at least touch another rectangle. I tried a fairly basic greedy algorithm but it fails.
Can you give me some suggestions on how to solve the problem?
Thanks!
EDIT: You can have more than one rectangle of each size
This is not homework. I'm trying to create an effect similar to the effect on ted.com
By random I mean that there might exist more than one packing of the rectangles that satisfies the constraints. The algorithm should not produce the same packing at each run.
This sounds like a rectangle packing problem. There is a link there to an algorithm. That code packs the rectangles as tightly as possible. You said you want the rectangles to be distributed randomly, which I'm guessing means not all rectangles of one size next to each other and all rectangles spread out to fill the big rectangle. Maybe the code at the link above would be a good starting point to get some ideas.
You can use a spatial index or a quadtree to subdivide the 2d-plane. The idea is to reduce the 2d problem to a 1d-problem. Once you got the spatial index (or space-filling-curve) and you can discretize the 2d into 1d you can use the 1d to search for similarity or to sort from low to high or the reverse for example by the length. If you got this order you can then compute the index back to a 2d represenation and to pack them in most efficent way in your container. There are many ways to make a spatial index. Some of the best but difficult to make is the hilbert curve. Another one is the z-curve or morton-curve. It's different from zizag-curve because it's subdivide the plane into 4 squares (not rectangles).
EDIT: Here is a link for an Jquery-Plugin: http://www.fbtools.com/jquery/treemap/
Here with world poplulation: http://www.fbtools.com/jquery/treemap/population.html
EDIT: http://people.csail.mit.edu/konak/papers/socg_2008-circular_partitions_with_applications_to_visualization_and_embeddings.html
EDIT: http://lip.sourceforge.net/ctreemap.html
At each step you divide the surface of your new rectange by 4.
SUM(1/4n for n in [0,inf]) = 4/3**
So the best you can do is fit your rectangle in a rectangle of surface
4/3 (height*width)
(that's a lower bound)
#mloskot algorithm gives a possible solution that will be in a rectangle of surface 3/2*(height*width) : Here is an illustration:
I don't see how you can do better.
Assuming you have only one rectangle of each size, you can try to replicate the arrangement of paper sizes. Sort the rectangles by size from the biggest to the smallest, then
Take first rectangle and place it at the corner of the target plane.
Take next rectangle (assert it's smaller than the previous rectangle)
Rotate about 90 degrees
Place so
its shorter size is adjacent to the longer size of the last bigger neighbour
and its longer side is adjacent to the edge of the target plane or edge of neighbour of the same
size
Repeat 2 - 4
I realise the description might be unclear, so here is picture presenting the solution - it should help to grasp it:
This is a lot like MIP-mapping
I've a panel of size X by Y. I want to place up to N rectangles, sized randomly, upon this panel, but I don't want any of them to overlap. I need to know the X, Y positions for these rectangles.
Algorithm, anyone?
Edit: All the N rectangles are known at the outset and can be selected in any order. Does that change the procedure?
You can model this by a set of "free" rectangles, starting with single one with coordinates of 0,0, size (x, y). Each time you need to add one more rectangle, choose one of remaining "free" rectangles, generate new rectangle (with top-left coordinate and size such that it will be fully contained), and split that rectangle as well as any other overlapping "free" rectangle, such that children express remaining free space. This will result in 0 to 4 new rectangles (0 if new rectangle was exactly the size of old free rectangle; 4 if it's in the middle and so on). Over time you will get more and more smaller and smaller free areas, so rectangles you create will be smaller as well.
Ok, not a very elaborate explanation, it's easier to show on whiteboard. But the model is one I used for finding starting location for newly cut'n pasted gui components; it's easy to keep track of available chunks of screen, and choose (for example) left or topmost such area.
Here is a decent article on 2d packing algorithms: http://www.devx.com/dotnet/Article/36005
You'll generally want some sort of algorithm using heuristics to achieve decent results. A simple (but non-optimal) solution would be the first fit algorithm.
I used this Rectangle Packing algorithm in one of my applications, available as C# source files.
The algorithm is initialized with the size of the panel, then you iterate through all rectangles and get their position. The order of the rectangles may influence the result, depending on the packer.
I would advise you use StaxMans suggestion.
Here is my 2c:
Add a whole lot of rectangles randomly (overlapping each other).
delete overlapping rectangles:
for rectangle in list of rectangles:
if rectangle not deleted:
delete all rectangles touching rectangle.
to find all the rectangles touching a particular rectangle, you can use a quad tree or inequalities based on x1,y1 x2,y2 values.
Edit: In fact, most game engines such as pygame etc include collision detection of rectangles which is a common problem.
Or maintain a list of rectangles already added and create an algorithm that figures out where to place the new rectangle based on that list. You can create a basic Rectangle class to hold the information about your rectangles.
Shouldn't be so hard to create a custom algorithm.