computing 3D reduced convex hull - algorithm

I'm looking for an algorithm that provides what I call a "shrunken convex hull" (as distinct from a "reduced convex hull") in 3D. I am defining the shrunken hull, H', as the volume of space that has, no less than D distance from some original convex hull, H.
Analytically, this can be formed by moving each plane of H inwards along its normal by D, then computing the convex hull (if it exists) of the resultant planes. The tricky bit is some planes might be trimmed or dropped, others may move past other planes, and get entirely "snipped" out due to normal reversal (if D is big enough). I’m a bit fuzzy on how to do the algorithm, but have some badly thought out ideas below.
I am doing this to to identify the subset of points in a dataset which are guaranteed to be no less than a given distance from the surface of the original point set (which is assumed to be convex, and I have this). This is to remove surface effects that are disrupting our signal in some calculations we are doing.
I'm really looking for a name, or examples of anyone doing this, or another way to compute this. Ideally some good-old open code would be great, but I think my problem is far too niche.
I found reduced convex hulls, but this seems to be a different idea. The current closest thing I can find is "Hausdorff Cores" - however this seems like the more complicated case of non-convex polygons, and is pretty damned dense.
Do not read beyond here, unless you really really want to.
Current, incomplete/badly thought out algorithm
The slow way (i.e. current way) of identifying the reduced point set it is to compute the signed distance for all points, and reject those that are less than a given distance. However, this is pretty damned slow, as the number of points can be up to 100M. I think operating on the original hull to generate the shrunken hull, and computing its AABB and spherical BB, then retaining only those inside the shrunken hull might be much faster (I hope -willing to accept comments saying this is stupid).
I think it should be possible, as I don't strictly need the full distance information for each point, just D_point > D. So once I know this I should be able to stop.
I can see how the shrunken hull might be done in 2D, where you look at each vertex, then use an analytical solution to a constant velocity Eikonal, then move the vertex along the vector derived from each corner.
However, the situation is more complex for the 3D version, afaics, as there are multiple facets (>2) for each vertex . My current plan is to look at each edge pair individually, then work from there to (somehow - create half spaces and union them?) to build this hull.

What your thinking of is downscaling the 3D convex hull, it works just like downscaling a 2D image, except for how the angle
Outline for the algorithm (in 2D) looks something like this:
1. Compute the convex hull.
2. For each point, P, in the convex hull:
3. Find the hull points before and after, P
4. Bisect the angle formed to obtain the angle, A, required.
5. Create a new point, P', along the angle A at a distance, D, from `P`.
7. Add P' to the scaled-down (shrunken) convex hull.
The only difference in 3D occurs in lines 3 and 4. In 3D, step 3 obtains 3 points. In step 4, a 3D angle is used. Thus you'll find a fair bit of benefit in using the 3D transforms in a graphics/geometry libary, as the math may be tricky.

If your objective is to remove surface effects, and it's not important that every surface of the convex hull be displaced by the same distance, you could instead
Identify a point known to be inside the hull (e.g. the centroid of the point cloud or the hull)
Scale the hull inward towards that point
Unless you scale infinitely (collapsing everything to a point), this operation should give an inwardly-displaced hull which has the same connectivity - no points added or removed.

Related

3D mesh direction detection

I have a 3D mesh consisting of triangle polygons. My mesh can be either oriented left or right:
I'm looking for a method to detect mesh direction: right vs left.
So far I tried to use mesh centroid:
Compare centroid to bounding-box (b-box) center
See if centroid is located left of b-box center
See if centroid is located right of b-box center
But the problem is that the centroid and b-box center don't have a reliable difference in most cases.
I wonder what is a quick algorithm to detect my mesh direction.
Update
An idea proposed by #collapsar is ordering Convex Hull points in clockwise order and investigating the longest edge:
UPDATE
Another approach as suggested by #YvesDaoust is to investigate two specific regions of the mesh:
Count the vertices in two predefined regions of the bounding box. This is a fairly simple O(N) procedure.
Unless your dataset is sorted in some way, you can't be faster than O(N). But if the point density allows it, you can subsample by taking, say, every tenth point while applying the procedure.
You can as well keep your idea of the centroid, but applying it also in a subpart.
The efficiency of an algorithm to solve your problem will depend on the data structures that represent your mesh. You might need to be more specific about them in order to obtain a sufficiently performant procedure.
The algorithms are presented in an informal way. For a more rigorous analysis, math.stackexchange might be a more suitable place to ask (or another contributor is more adept to answer ...).
The algorithms are heuristic by nature. Proposals 1 and 3 will work fine for meshes whose local boundary's curvature is mostly convex locally (skipping a rigorous mathematical definition here). Proposal 2 should be less dependent on the mesh shape (and can be easily tuned to cater for ill-behaved shapes).
Proposal 1 (Convex Hull, 2D)
Let M be the set of mesh points, projected onto a 'suitable' plane as suggested by the graphics you supplied.
Compute the convex hull CH(M) of M.
Order the n points of CH(M) in clockwise order relative to any point inside CH(M) to obtain a point sequence seq(P) = (p_0, ..., p_(n-1)), with p_0 being an arbitrary element of CH(M). Note that this is usually a by-product of the convex hull computation.
Find the longest edge of the convex polygon implied by CH(M).
Specifically, find k, such that the distance d(p_k, p_((k+1) mod n)) is maximal among all d(p_i, p_((i+1) mod n)); 0 <= i < n;
Consider the vector (p_k, p_((k+1) mod n)).
If the y coordinate of its head is greater than that of its tail (ie. its projection onto the line ((0,0), (0,1)) is oriented upwards) then your mesh opens to the left, otherwise to the right.
Step 3 exploits the condition that the mesh boundary be mostly locally convex. Thus the convex hull polygon sides are basically short, with the exception of the side that spans the opening of the mesh.
Proposal 2 (bisector sampling, 2D)
Order the mesh points by their x coordinates int a sequence seq(M).
split seq(M) into 2 halves, let seq_left(M), seq_right(M) denote the partition elements.
Repeat the following steps for both point sets.
3.1. Select randomly 2 points p_0, p_1 from the point set.
3.2. Find the bisector p_01 of the line segment (p_0, p_1).
3.3. Test whether p_01 lies within the mesh.
3.4. Keep a count on failed tests.
Statistically, the mesh point subset that 'contains' the opening will produce more failures for the same given number of tests run on each partition. Alternative test criteria will work as well, eg. recording the average distance d(p_0, p_1) or the average length of (p_0, p_1) portions outside the mesh (both higher on the mesh point subset with the opening). Cut off repetition of step 3 if the difference of test results between both halves is 'sufficiently pronounced'. For ill-behaved shapes, increase the number of repetitions.
Proposal 3 (Convex Hull, 3D)
For the sake of completeness only, as your problem description suggests that the analysis effectively takes place in 2D.
Similar to Proposal 1, the computations can be performed in 3D. The convex hull of the mesh points then implies a convex polyhedron whose faces should be ordered by area. Select the face with the maximum area and compute its outward-pointing normal which indicates the direction of the opening from the perspective of the b-box center.
The computation gets more complicated if there is much variation in the side lengths of minimal bounding box of the mesh points, ie. if there is a plane in which most of the variation of mesh point coordinates occurs. In the graphics you've supplied that would be the plane in which the mesh points are rendered assuming that their coordinates do not vary much along the axis perpendicular to the plane.
The solution is to identify such a plane and project the mesh points onto it, then resort to proposal 1.

Rough test if points are inside/outside of convex hull

I am working on an algorithm where I have to check whether points are inside or outside of the convex hull of some points. The problem is that
I have to check this for a lot of points: ~2000,
the point-cloud defining the convex hull has around 10000 points,
the dimensions I am working in is quite high: 10-50.
The only possible positive thing for my points are, that for every point x, there is also -x, thus the points define a pointsymmetric polytope, and the convex hull is not degenerate (has non-empty interior).
Right now I am doing this with linear programming, for example as in https://stackoverflow.com/a/11731437/8052809
To speed up my program, I want to estimate whether a point is for sure inside or outside the convex hull, prior to computing it exactly. In other words, I need some fast algorithm which can determine for some points whether they are inside or not, resp. whether they are outside or not - and for some points, the fast algorithm can't decide it.
This I am doing right now by first looking at the bounding box of my pointcloud, and second, the approach in https://stackoverflow.com/a/4903615/8052809 - comment by yombo.
But both methods can only determine if a point is for sure outside (and both methods are rather coarse).
Since most of the points I check are inside, I mostly need a test which determines if a point is for sure inside.
Long question short:
I need an algorithm which can test very fast, whether a point is inside/outside the convex hull or not.
The algorihm is allowed to report "inside", "no idea" and "outside".
In order to quickly purge away points that are certified to be inside the convex hull you can reuse the points you found in your bounding box computation.
Namely, the 2k points (of dimension k) containing the min and max value in every dimension.
You can construct a small (2k constraints) linear programming problem and purge away any point that is within the convex hull of these 2k points.
You can do this both for the query points and for the original point cloud, which will leave you with a smaller linear programming problem to solve for the remaining points.

A (sane) extruded convex 3D hull algorithm?

So I'll try to describe the problem in detail, and I'd like some critique on the validity and performance of the process I use to solve it. My main concern is the validity, which I cannot seem to prove.
The idea is that we have a 2D polygon in 3D space (which is described by all its hull points. Each point also has a normalvector which indicates an infinite extrusion. I apologize for using the misleading term 'normal', it's just a normalized vector that represents a normal in a broader context not relevant to this algorithm. To completely clarify, these vectors are neither perpendicular to the plane nor the same on each point. As can be seen in the following image, where the vectors are the red lines:
This means that the sides of this extrusion do not form a flat, but a skewed plane. One can look at its extrusion sides like a Skew polygon (http://en.wikipedia.org/wiki/Skew_polygon).
Anyway, I'd like to see if a point P is inside the extrusion or not. My current procedure is as follows:
Calculate normal N=(A-B)x(B-C) where A,B,C are any three clock-wise points on the 2D polygon. This gives me the 2D polygon plane normal.
Calculate the final plane variable D to get NxX+NyY+Nz*Z+D = 0. Do this by filling in point P in X,Y,Z. This gives the extruded plane.
Extrude the normals at all hull points to get the new hull on the extruded plane. Simply done by finding the intersection of the line they define and the plane.
Here comes the tricky part. Now I have a convex hull on a 3D plane where I know the point is coplanar. I have seen a lot of solutions already on stackoverflow concerning solving linear systems, etc... but they either do not consider 3D, lack a good implementation or look too expensive.
My approach is using an assumption that I think is both necessary and sufficient but I cannot prove that last part (the necessary part is obvious). I make the following claim:
For coplanar convex hull consisting of points A->Z and an additional coplanar point P. Then P is within the convex hull if and only if for all clock-wise sequential points A and B and some other third sequential point C the line C-P passes through P before passing through the line A-B.
In the example image above: A'-B' is crossed by D'-P going through P before A'-B', for B'-C' this is achieved by A', for C'-D' also by A' and for D'-A' by B'.
I implement this idea as two 3D parametric lines crossing eachother (A-B and P-C) and looking at the parameter's sign. The parameter in P-C should be non-positive because the crossing point should lie behind P for a parameter going to C.
In essence this would result in a O(n)O(n^2) algorithm with n being the #points of the polygon (which seems to beat all solutions I've seen so far). However, even though I cannot find a counterexample to the above assumption, I also cannot prove it.
Edit: I believe it is possible to prove that a sufficient condition is that for A and B, all other hull points need to satisfy the assumption (and not just C).
Edit2: Clarified claim.

polygon union without holes

Im looking for some fairly easy (I know polygon union is NOT an easy operation but maybe someone could point me in the right direction with a relativly easy one) algorithm on merging two intersecting polygons. Polygons could be concave without holes and also output polygon should not have holes in it. Polygons are represented in counter-clockwise manner. What I mean is presented on a picture. As you can see even if there is a hole in union of polygons I dont need it in the output. Input polygons are for sure without holes. I think without holes it should be easier to do but still I dont have an idea.
Remove all the vertices of the polygons which lie inside the other polygon: http://paulbourke.net/geometry/insidepoly/
Pick a starting point that is guaranteed to be in the union polygon (one of the extremes would work)
Trace through the polygon's edges in counter-clockwise fashion. These are points in your union. Trace until you hit an intersection (note that an edge may intersect with more than one edge of the other polygon).
Find the first intersection (if there are more than one). This is a point in your Union.
Go back to step 3 with the other polygon. The next point should be the point that makes the greatest angle with the previous edge.
You can proceed as below:
First, add to your set of points all the points of intersection of your polygons.
Then I would proceed like graham scan algorithm but with one more constraint.
Instead of selecting the point that makes the highest angle with the previous line (have a look at graham scan to see what I mean (*), chose the one with the highest angle that was part of one of the previous polygon.
You will get an envellope (not convex) that will describe your shape.
Note:
It's similar to finding the convex hull of your points.
For example graham scan algorithm will help you find the convex hull of the set of points in O (N*ln (N) where N is the number of points.
Look up for convex hull algorithms, and you can find some ideas.
Remarques:
(*)From wikipedia:
The first step in this algorithm is to find the point with the lowest
y-coordinate. If the lowest y-coordinate exists in more than one point
in the set, the point with the lowest x-coordinate out of the
candidates should be chosen. Call this point P. This step takes O(n),
where n is the number of points in question.
Next, the set of points must be sorted in increasing order of the
angle they and the point P make with the x-axis. Any general-purpose
sorting algorithm is appropriate for this, for example heapsort (which
is O(n log n)). In order to speed up the calculations, it is not
necessary to calculate the actual angle these points make with the
x-axis; instead, it suffices to calculate the cosine of this angle: it
is a monotonically decreasing function in the domain in question
(which is 0 to 180 degrees, due to the first step) and may be
calculated with simple arithmetic.
In the convex hull algorithm you chose the point of the angle that makes the largest angle with the previous side.
To "stick" with your previous polygon, just add the constraint that you must select a side that previously existed.
And you take off the constraint of having angle less than 180°
I don't have a full answer but I'm about to embark on a similar problem. I think there are two step which are fairly important. First would be to find a point on some polygon which lies on the outside edge. Second would be to make a list of bounding boxes for all the vertices and see which of these overlap. This means when you iterate through vertices, you don't have to do tests for all of them, only those which you know have a chance of intersecting (bounding box problems are lightweight).
Since you now have an outside point, you can now iterate through connected points until you detect an intersection. If you know which side is inside and which outside (you may need to do some work on the first vertex to know this), you know which way to go on the intersection. Then it's merely a matter of switching polygons.
This gets a little more interesting if you want to maintain that hole (which I do) in which case, I would probably make sure I had used up all my intersecting bounding boxes. You also didn't specify what should happen if your polygons don't intersect at all. But that's either going to be leave them alone (which could potentially be a problem if you're expecting one polygon out) or return an error.

Sorting of Points in 2D space

Suppose random points P1 to P20 scattered in a plane.
Then is there any way to sort those points in either clock-wise or anti-clock wise.
Here we can’t use degree because you can see from the image many points can have same degree.
E.g, here P4,P5 and P13 acquire the same degree.
If your picture has realistic distance between the points, you might get by with just choosing a point at random, say P1, and then always picking the nearest unvisited neighbour as your next point. Traveling Salesman, kind of.
Are you saying you want an ordered result P1, P2, ... P13?
If that's the case, you need to find the convex hull of the points. Walking around the circumference of the hull will then give you the order of the points that you need.
In a practical sense, have a look at OpenCV's documentation -- calling convexHull with clockwise=true gives you a vector of points in the order that you want. The link is for C++, but there are C and Python APIs there as well. Other packages like Matlab should have a similar function, as this is a common geometrical problem to solve.
EDIT
Once you get your convex hull, you could iteratively collapse it from the outside to get the remaining points. Your iterations would stop when there are no more pixels left inside the hull. You would have to set up your collapse function such that closer points are included first, i.e. such that you get:
and not:
In both diagrams, green is the original convex hull, the other colors are collapsed areas.
Find the right-most of those points (in O(n)) and sort by the angle relative to that point (O(nlog(n))).
It's the first step of graham's convex-hull algorithm, so it's a very common procedure.
Edit: Actually, it's just not possible, since the polygonal representation (i.e. the output-order) of your points is ambiguous. The algorithm above will only work for convex polygons, but it can be extended to work for star-shaped polygons too (you need to pick a different "reference-point").
You need to define the order you actually want more precisely.

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