Finding all empty triangles - algorithm

I have a small set of N points in the plane, N < 50.
I want to enumerate all triples of points from the set that form a triangle containing no other point.
Even though the obvious brute force solution could be viable for my tiny N, it has complexity O(N^4).
Do you know a way to decrease the time complexity, say to O(N³) or O(N²) that would keep the code simple ? No library allowed.
Much to my surprise, the number of such triangles is pretty large. Take any point as a center and sort the other ones by increasing angle around it. This forms a star-shaped polygon, that gives N-1 empty triangles, hence a total of Ω(N²). It has been shown that this bound is tight [Planar Point Sets with a Small Number of Empty convex Polygons, I. Bárány and P. Valtr].
In the case of points forming a convex polygon, all triangles are empty, hence O(N³). Chances of a fast algorithm are getting low :(

The paper "Searching for empty Convex polygons" by Dobkin, David P. / Edelsbrunner, Herbert / Overmars, Mark H. contains an algorithm linear in the number of possible output triangles for solving this problem.
A key problem in computational geometry is the identification of subsets of a point set having particular properties. We study this problem for the properties of convexity and emptiness. We show that finding empty triangles is related to the problem of determininng pairs of vertices that see each other in starshaped polygon. A linear time algorithm for this problem which is of independent interest yields an optimal algorithm for finding all empty triangles. This result is then extended to an algorithm for finding
empty convex r-gons (r > 3) and for determining a largest empty convex subset. Finally, extensions to higher dimensions are mentioned.

The sketch of the algorithm by Dobkin, Edelsbrunner and Overmars goes as follows for triangles:
for every point in turn, build the star-shaped polygon formed by sorting around it the points on its left. This takes N sorting operations (which can be lowered to total complexity O(N²) via an arrangement, anyway).
compute the visibility graph inside this star-shaped polygon and report all the triangles that are formed with the given point. This takes N visibility graph constructions, for a total of M operations, where M is the number of empty triangles.
Shortly, from every point you construct every empty triangle on the left of it, by triangulating the corresponding star-shaped polygon in all possible ways.
The construction of the visibility graph is a special version for the star-shaped polygon, which works in a traversal around the polygon, where every vertex has a visibility queue which gets updated.
The figure shows a star-shaped polygon in blue and the edges of its visibility graph in orange. The outline generates 6 triangles, and inner visibility edges 8 of them.

for each pair of points (A, B):
for each of the two half-planes defined by (A, B):
initialize a priority queue Q to empty.
for each point M in the half plane,
with increasing angle(AB, AM):
if angle(BA, BM) is smaller than all angles in Q:
print A,B,M
put M in Q with priority angle(BA, BM)
Inserting and querying the minimum in a priority queue can both be done in O(log N) time, so the complexity is O(N^3 log N) this way.

If I understand your questions, what you're looking for is https://en.wikipedia.org/wiki/Delaunay_triangulation
To quote from said Wikipedia article: "The most straightforward way of efficiently computing the Delaunay triangulation is to repeatedly add one vertex at a time, retriangulating the affected parts of the graph. When a vertex v is added, we split in three the triangle that contains v, then we apply the flip algorithm. Done naively, this will take O(n) time: we search through all the triangles to find the one that contains v, then we potentially flip away every triangle. Then the overall runtime is O(n2)."

Related

Maximum area of self-intersecting polygon

I'm looking for an algorithm for calculating the maximum area in a self-intersecting polygon. As it's self-intersecting it is not trivial to calculate the area with methods such as the shoelace formula.
Example:
The polygon in the example prioritises vertices with the "smallest" letter alphabetically, sometimes going back to the same vertex in a non-alphabetical way as it is self-intersecting. Although that shouldn't make a difference in the expected area.
In this case the algorithm should output 40: the area of the square (36) plus the area of the 4 outer triangles (4).
Constraints:
The intersection points are known in advance, no need to calculate them (as the example shows)
The last point is guaranteed to connect back to the figure, i.e. no dangling lines
The polygon is always traceable, i.e. it can be drawn, without lifting the pen
Time complexity ideally not worse than O(n log(n)) where n is the number of points
Thanks for your help!
I think I've got it.
Find the vertex with the lowest x. In case of a tie, pick the one with the lowest y. This process is O(n)
Of the 2+ segments connected to the vertex found in point 1, pick the one that forms the smallest angle with the x-axis, so as to start traversing the polygon in a clockwise direction. This process is O(s) where s is the number of segments that are connected to the starting vertex.
Keep choosing the next connected segments ignoring the order of the segments in the original polygon. In case of an intersection, pick the segment that forms the smallest angle with the current segment with the direction negated, measured clockwise. This is in order to choose the segment that lays on the outside of the polygon. This process is O(n i/2) where i is the average number of segments connected to each vertex.
Once back to the starting point, calculate the area using the shoelace formula. This could actually be calculated in parallel whilst traversing the polygon in points 2 and 3.
This algorithm's worst case time complexity is O(n i/2) where n is the number of vertices and i is the average number of segments connected to each vertex. The best case complexity is O(n) for a polygon that never intersects. In my case the polygons rarely intersect so this process is close to O(n).
Build the set of segments from the points given
For each point, test a ray to see if it intersects an even or odd number of those segments.
The even intersect counts are internal points, remove them.
Shoelace algo tells you the area of the remaining shape.
Let me think of a way where this isn't n^2, because you are comparing n points with n segments.

Convex hull consisting of max. n points

Given a set of 2D points X, I would like to find a convex hull consisting of maximum n points. Of course, this is not always possible. Therefore, I am looking for an approximate convex hull consisting of max. n points that maximally covers the set of points X.
Stated more formally, if F(H,X) returns the amount of points of X the convex hull H covers, where |H| is the amount of points out of which the hull is constructed, then I seek the following quantity:
H_hat = argmax_H F(H,X), s.t |H|<=n
Another way to regard the problem is the task of finding the polygon consisting of max. n corners of a set X such that it maximally covers said set X.
The way I've come up with is the following:
X = getSet() \\ Get the set of 2D points
H = convexHull(X) \\ Compute the convex hull
while |H| > n do
n_max = 0
for h in H:
H_ = remove(h,H) \\ Remove one point of the convex hull
n_c = computeCoverage(X,H_) \\ Compute the coverage of the modified convex hull.
\\ Save which point can be removed such that the coverage is reduced minimally.
if n_c > n_max:
n_max = n_c
h_toremove = h
\\ Remove the point and recompute the convex hull.
X = remove(h,X)
H = convexHull(X)
However, this is a very slow way of doing this. I have a large set of points and n (the constraint) is small. This means that the original convex hull contains a lot of points, hence the while-loop iterates for a very long time. Is there a more efficient way of doing this? Or are there any other suggestions for approximate solutions?
A couple of ideas.
The points that we exclude when deleting a vertex lie in the triangle formed by that vertex and the two vertices adjacent to it on the convex hull. Deleting any other vertex does not affect the set of potentially excluded points. Therefore, we only have to recompute coverage twice for each deleted vertex.
Speaking of recomputing coverage, we don't necessarily have to look at every point. This idea doesn't improve the worst case, but I think it should be a big improvement in practice. Maintain an index of points as follows. Pick a random vertex to be the "root" and group the points by which triangle formed by the root and two other vertices contains them (O(m log m) time with a good algorithm). Whenever we delete a non-root vertex, we unite and filter the two point sets for the triangles involving the deleted vertex. Whenever we recompute coverage, we can scan only points in two relevant triangles. If we ever delete this root, choose a new one and redo the index. The total cost of this maintenance will be O(m log^2 m) in expectation where m is the number of points. It's harder to estimate the cost of computing coverage, though.
If the points are reasonably uniformly distributed within the hull, maybe use area as a proxy for coverage. Store the vertices in a priority queue ordered by the area of their triangle formed by their neighbors (ear). Whenever we delete a point, update the ear area of its two neighbors. This is an O(m log m) algorithm.
May be the following approach could work for you: Initially, compute the convex hull H. Then select a subset of n points at random from H, which constructs a new polygon that might not cover all the points, so let's call it quasi-convex hull Q. Count how many points are contained in Q (inliers). Repeat this for a certain amount of times and keep the Q proposal with the most inliers.
This seems a bit related to RANSAC, but for this task, we don't really have a notion of what an outlier is, so we can't really estimate the outlier ratio. Hence, I don't know how good the approximation will be or how many iterations you need to get a reasonable result. May be you can add some heuristics instead of choosing the n points purely at random or you can have a threshold of how many points should at least be contained in Q and then stop when you reach that threshold.
Edit
Actually after thinking about it, you could use a RANSAC approach:
max_inliers = 0
best_Q = None
while(true):
points = sample_n_points(X)
Q = construct_convex_hull(points)
n_inliers = count_inliers(Q, X)
if n_inliers > max_inliers:
max_inliers = n_inliers
best_Q = Q
if some_condition:
break
The advantage of this is that the creation of the convex hull is faster than in your approach, as it only uses a maximum of n points. Also, checking the amount of inliers should be fast as it can be just a bunch of sign comparisons with each leg of the convex hull.
The following does not solve the question in the way I have formulated it, but it solved the problem which spawned the question. Therefore I wanted to add it in case anybody else encounters something similar.
I investigated two approaches:
1) Regards the convex hull as a polygon and apply a polygon simplification algorithm on it. The specific algorithm I investigated was the Ramer-Douglas-Peucker Algorithm.
2) Apply the algorithm described in in the question, without recomputing the convex hull.
Neither approaches will give you (as far as I can tell), the desired solution to the optimization problem stated, but for my tasks they worked sufficiently well.

Given a set of points in the plane, find a (not necessarily convex) polygon of minimal area containing them

Given a set of points in the plane, I want to find the smallest polygon containing all the points. More precisely, the vertices of this polygon must be a subset of the original set of points.
The easiest approach would be to find the convex hull, which can be computed in O(N log(N)) time using Graham's scanning algorithm, but I would ideally like to drop the requirement that the polygon be convex. Are there any standard approaches to this? I imagine this problem is a fair bit harder because it seems to me there is not guaranteed to be a unique solution.
Do you need the absolutely smallest area solution or just a 'fairly good' solution. If the latter then one possible algorithm would be:
1) calculate the convex hull of all your points - all these points must be vertexes of your final solution.
2) calculate the convex hull of the remaining points - repeat this process until you have no points left. You will end up with n non-intersecting convex hulls.
3) Determine (possibly by greedy algorithm), where to join these hulls to form a single contiguous path between all the points by adding pairs of lines between neighboring points in neighboring hulls and removing lines in the hulls.
This might not be the minimal area but should be a fairly good solution.
Added comment: Greedy removal from the outermost hull to the next inner one should be by removing the largest area region separating the two. Greedy removal from the second hull to the next inner one should be by 'removing' (which is actually retaining) the smallest area separating the hulls...and so on inwards swapping between largest and smallest areas...
Picture added to explain better than my 100 words.

How to find convex hull in a 3 dimensional space

Given a set of points S (x, y, z). How to find the convex hull of those points ?
I tried understanding the algorithm from here, but could not get much.
It says:
First project all of the points onto the xy-plane, and find an edge that is definitely on the hull by selecting the point with highest y-coordinate and then doing one iteration of gift wrapping to determine the other endpoint of the edge. This is the first part of the incomplete hull. We then build the hull iteratively. Consider this first edge; now find another point in order to form the first triangular face of the hull. We do this by picking the point such that all the other points lie to the right of this triangle, when viewed appropriately (just as in the gift-wrapping algorithm, in which we picked an edge such that all other points lay to the right of that edge). Now there are three edges in the hull; to continue, we pick one of them arbitrarily, and again scan through all the points to find another point to build a new triangle with this edge, and repeat this until there are no edges left. (When we create a new triangular face, we add two edges to the pool; however, we have to first check if they have already been added to the hull, in which case we ignore them.) There are O(n) faces, and each iteration takes O(n) time since we must scan all of the remaining points, giving O(n2).
Can anyone explain it in a more clearer way or suggest a simpler alternative approach.
Implementing the 3D convex hull is not easy, but many algorithms have been implemented, and code is widely available. At the high end of quality and time investment to use is CGAL. At the lower end on both measures is my own C code:
In between there is code all over the web, including this implementation of QuickHull.
I would suggest first try an easier approach like quick hull. (Btw, the order for gift wrapping is O(nh) not O(n2), where h is points on hull and order of quick hull is O(n log n)).
Under average circumstances quick hull works quite well, but processing usually becomes slow in cases of high symmetry or points lying on the circumference of a circle. Quick hull can be broken down to the following steps:
Find the points with minimum and maximum x coordinates, those are
bound to be part of the convex.
Use the line formed by the two points to divide the set in two
subsets of points, which will be processed recursively.
Determine the point, on one side of the line, with the maximum
distance from the line. The two points found before along with this
one form a triangle.
The points lying inside of that triangle cannot be part of the
convex hull and can therefore be ignored in the next steps.
Repeat the previous two steps on the two lines formed by the
triangle (not the initial line).
Keep on doing so on until no more points are left, the recursion has
come to an end and the points selected constitute the convex hull.
See this impementaion and explanation for 3d convex hull using quick hull algorithm.
Gift wrapping algorithm:
Jarvis's match algorithm is like wrapping a piece of string around the points. It starts by computing the leftmost point l, since we know that the left most point must be a convex hull vertex.This process will take linear time.Then the algorithm does a series of pivoting steps to find each successive convex hull vertex untill the next vertex is the original leftmost point again.
The algorithm find the successive convex hull vertex like this: the vertex immediately following a point p is the point that appears to be furthest to the right to someone standing at p and looking at the other points. In other words, if q is the vertex following p, and r is any other input point, then the triple p, q, r is in counter-clockwise order. We can find each successive vertex in linear time by performing a series of O(n) counter-clockwise tests.
Since the algorithm spends O(n) time for each convex hull vertex, the worst-case running time is O(n2). However, if the convex hull has very few vertices, Jarvis's march is extremely fast. A better way to write the running time is O(nh), where h is the number of convex hull vertices. In the worst case, h = n, and we get our old O(n2) time bound, but in the best case h = 3, and the algorithm only needs O(n) time. This is a so called output-sensitive algorithm, the smaller the output, the faster the algorithm.
The following image should give you more idea
GPL C++ code for finding 3D convex hulls is available at http://www.newtonapples.net/code/NewtonAppleWrapper_11Feb2016.tar.gz and a description of the O(n log(n)) algorithm at http://www.newtonapples.net/NewtonAppleWrapper.html
One of the simplest algorithms for convex hull computation in 3D was presented in the paper The QuickHull algorithm for Convex Hulls by Barber, etc from 1995. Unfortunately the original paper lacks any figures to simplify its understanding.
The algorithm works iteratively by storing boundary faces of some convex set with the vertices from the subset of original points. The remaining points are divided on the ones already inside the current convex set and the points outside it. And each step consists in enlarging the convex set by including one of outside points in it until no one remains.
The authors propose to start the algorithm in 3D from any tetrahedron with 4 vertices in original points. If these vertices are selected so that they are on the boundary of convex hull then it will accelerate the algorithm (they will not be removed from boundary during the following steps). Also the algorithm can start from the boundary surface containing just 2 oppositely oriented triangles with 3 vertices in original points. Such points can be selected as follows.
The first point has with the minimal (x,y,z) coordinates, if compare coordinates lexicographically.
The second point is the most distant from the first one.
The third point is the most distant from the line through the first two points.
The next figure presents initial points and the starting 2 oppositely oriented triangles:
The remaining points are subdivided in two sets:
Black points - above the plane containing the triangles - are associated with the triangle having normal oriented upward.
Red points - below the plane containing the triangles - are associated with the triangle having normal oriented downward.
On the following steps, the algorithm always associates each point currently outside the convex set with one of the boundary triangles that is "visible" from the point (point is within positive half-space of that triangle). More precisely each outside point is associated with the triangle, for which the distance between the point and the plane containing the triangle is the largest.
On each step of algorithm the furthest outside point is selected, then all faces of the current convex set visible from it are identified, these faces are removed from the convex set and replaced with the triangles having one vertex in furthest point and two other points on the horizon ridge (boundary of removed visible faces).
On the next figure the furthest point is pointed by green arrow and three visible triangles are highlighted in red:
Visible triangles deleted, back faces and inside points can be seen in the hole, horizon ridge is shown with red color:
5 new triangles (joining at the added point) patch the hole in the surface:
The points previously associated with the removed triangles are either become inner for the updated convex set or redistributed among new triangles.
The last figure also presents the final result of convex hull computation without any remaining outside points. (The figures were prepared in MeshInspector application, having this algorithm implemented.)

Intersection of N rectangles

I'm looking for an algorithm to solve this problem:
Given N rectangles on the Cartesian coordinate, find out if the intersection of those rectangles is empty or not. Each rectangle can lie in any direction (not necessary to have its edges parallel to Ox and Oy)
Do you have any suggestion to solve this problem? :) I can think of testing the intersection of each rectangle pair. However, it's O(N*N) and quite slow :(
Abstract
Either use a sorting algorithm according to smallest X value of the rectangle, or store your rectangles in an R-tree and search it.
Straight-forward approach (with sorting)
Let us denote low_x() - the smallest (leftmost) X value of a rectangle, and high_x() - the highest (rightmost) X value of a rectangle.
Algorithm:
Sort the rectangles according to low_x(). # O(n log n)
For each rectangle in sorted array: # O(n)
Finds its highest X point. # O(1)
Compare it with all rectangles whose low_x() is smaller # O(log n)
than this.high(x)
Complexity analysis
This should work on O(n log n) on uniformly distributed rectangles.
The worst case would be O(n^2), for example when the rectangles don't overlap but are one above another. In this case, generalize the algorithm to have low_y() and high_y() too.
Data-structure approach: R-Trees
R-trees (a spatial generalization of B-trees) are one of the best ways to store geospatial data, and can be useful in this problem. Simply store your rectangles in an R-tree, and you can spot intersections with a straightforward O(n log n) complexity. (n searches, log n time for each).
Observation 1: given a polygon A and a rectangle B, the intersection A ∩ B can be computed by 4 intersection with half-planes corresponding to each edge of B.
Observation 2: cutting a half plane from a convex polygon gives you a convex polygon. The first rectangle is a convex polygon. This operation increases the number of vertices at most per 1.
Observation 3: the signed distance of the vertices of a convex polygon to a straight line is a unimodal function.
Here is a sketch of the algorithm:
Maintain the current partial intersection D in a balanced binary tree in a CCW order.
When cutting a half-plane defined by a line L, find the two edges in D that intersect L. This can be done in logarithmic time through some clever binary or ternary search exploiting the unimodality of the signed distance to L. (This is the part I don't exactly remember.) Remove all the vertices on the one side of L from D, and insert the intersection points to D.
Repeat for all edges L of all rectangles.
This seems like a good application of Klee's measure. Basically, if you read http://en.wikipedia.org/wiki/Klee%27s_measure_problem there are lower bounds on the runtime of the best algorithms that can be found for rectilinear intersections at O(n log n).
I think you should use something like the sweep line algorithm: finding intersections is one of its applications. Also, have a look at answers to this questions
Since the rectangles must not be parallel to the axis, it is easier to transform the problem to an already solved one: compute the intersections of the borders of the rectangles.
build a set S which contains all borders, together with the rectangle they're belonging to; you get a set of tuples of the form ((x_start,y_start), (x_end,y_end), r_n), where r_n is of course the ID of the corresponding rectangle
now use a sweep line algorithm to find the intersections of those lines
The sweep line stops at every x-coordinate in S, i.e. all start values and all end values. For every new start coordinate, put the corresponding line in a temporary set I. For each new end-coordinate, remove the corresponding line from I.
Additionally to adding new lines to I, you can check for each new line whether it intersects with one of the lines currently in I. If they do, the corresponding rectangles do, too.
You can find a detailed explanation of this algorithm here.
The runtime is O(n*log(n) + c*log(n)), where c is the number of intersection points of the lines in I.
Pick the smallest rectangle from the set (or any rectangle), and go over each point within it. If one of it's point also exists in all other rectangles, the intersection is not empty. If all points are free from ALL other rectangles, the intersection is empty.

Resources