Deformation of a sphere on collision with the wall - data-structures

I have made a sphere with squares(tilled with squares). For this I have taken 3 bands and each band consists of 8 points. So total 24 points. Now I have to deform the sphere on collision with wall. For this I have stored all the points in a tree data structure. Now I will traverse the tree as the ball translate and will increase the coordinate of the points (by say, 1 unit). When the collision point gets matched with any of the node in the tree, then collision has been detected. But in order to deform the sphere, I need to check its 8 neighbors and find how much area has been compressed. But how to find by how much distance the points in the sphere will get reduced(compressed) and by how much the neighbor points will be compressed. How I will know which points in the node is to be considered as their neighbors? I think the neighbors should be the children of the collided node. But how to find how much area is compressed? What are the points in that area?. How many children a node will have in my tree? Please give me some mathematical formula or procedure for doing this.

Hope you are writing about solid materials ...
you need to know the math/physics background behind this
you will need to know the integral and vector math so Google for mechanics of materials something like this ... first hit in my language. Sorry I am not confident to do the search in English but if you find materials with similar drawings ...
most Important things you need to look for are:
Hook's law
modulus of elasticity
tension
compression
look here vocabulary of terminology for this matter
may be a Surface/Voxel map of the sphere-oid would be a simpler choice
at least during computation otherwise you can pack/unpack it by your surface points tree. You will need the surface normals and integrate the spheroid by its slices
you need to compile all the data needed
material constants
handle isotropy/anisotropy
during contact
handle each time frame as static state. Compute the actual contact forces (transform actual kinetic energy into reaction force) and then compute the new shape for contact slice. Add the deformation distribution to non contact slices. Remove energy dissipation from kinetic energy and do the next time frame
Do not forget that the wall will deform too !!! so the contact zone is not always flat !!!
[Notes]
Sorry for long and not exact answer but this can not be solved by simple formula. You need to do this by area integration + slid state conditions fitting

Related

2d geometry push algorithm

I have a rectangle board and in it, there are some disjoint 2D shapes such as rectangles, polygons, and more complex geometries, such as simple shapes with arc/line edges.
Usually they are compact, but for some shapes, we may be able to rotate or translate them.
If we move one geometry according a given direction, the adjacent geometry should also be moved or rotated. It looks like the first geometry pushes the second geometry. The second geometry might push the other two geometries. Finally, we may achieve another stable state, or there is no room to push.
Is there any existing investigation on this?
Let's first focus on simple polygons, convex and non-convex.
Push might be any direction.
example image
I'm doing some investigation but could not find existing papers about this topic.
Can we simulate it through mechanics or dynamics? Or pure geometry algorithm?
Just some keywords for paper search is also very useful.
It's similar with EDA's auto push concept. User can move one element (pin/wire) of a circuit, then the software automatically pushes adjacent elements so that the topology is kept and meet design rules.
I think I can use some concepts in mechanics, to compute moving direction at least:
If the connected part of polygon A and polygon B is a point, then pushing A by one direction then generates a force to B along the normal direction. But the force may not generate a move. We need loop all the parts or reach the boundary to check how much it can move.
Let's ignore rotation first.
I post an answer because I don't have enough reputation for a comment. If I don't misunderstand the problem, geometrically this sounds as a collision detection problem. You have to apply a transformation (translation, rotation) to your geometry, and check if this new position overlaps with another geometry. If this is the case you have to apply another transformation to the second. Collision detection is a big topic in games and simulation.

Point of intersection between Oriented Boxes (or OBB)

I am trying to write a Rigid body simulator, and during simulation, I am not only interested in finding whether two objects collide or not, but also the point as well as normal of collision. I have found lots of resources which actually says whether two OBB are colliding or not using separating axis theorem. Also I am interested in 3D representation of OBB. Now, if I know the axis with minimum overlap region for two colliding OBB, is there any way to find the point of collision and normal of collision? Also, there are two major cases of collision, first, point-face and second edge-edge.
I tried to google this problem, but almost every solution is only detecting collision with true or false.
Kindly somebody help!
Look at the scene in the direction of the motion (in other terms, apply a change of coordinates such that this direction becomes vertical, and drop the altitude). You get a 2D figure.
Considering the faces of the two boxes that face each other, you will see two hexagons each split in three parallelograms.
Then
Detect the intersections between the edges in 2D. From the section ratios along the edges, you can determine the actual z distances.
For all vertices, determine the face they fall on in the other box; and from the 3D equations, the piercing point of the viewing line into the face plane, hence the distance. (Repeat this for the vertices of A and B.)
Comparing the distances will tell you which collision happens first and give you the coordinates of the first meeting point (in the transformed system, the back to absolute coordinates).
The point-in-face problem is easy to implement as the facesare convex polygons.

Optimally filling a 3D sphere with smaller spheres

I'm trying to optimally fill a 3D spherical volume with "particles" (represented by 3D XYZ vectors) that need to maintain a specific distance from each other, while attempting to minimize the amount of free space present in-between them.
There's one catch though- The particles themselves may fall on the boundary of the spherical volume- they just can't exist outside of it. Ideally, I'd like to maximize the number of particles that fall on this boundary (which makes this a kind of spherical packing problem, I suppose) and then fill the rest of the volume inwards.
Are there any kinds of algorithms out there that can solve this sort of thing? It doesn't need to be exact, but the key here is that the density of the final solution needs to be reasonably accurate (+/- ~5% of a "perfect" solution).
There is not a single formula which fills a sphere optimally with n spheres. On this wikipedia page you can see the optimal configurations for n <= 12. For the optimal configurations for n <= 500 you can view this site. As you can see on these sites different numbers of spheres have different optimal symmetry groups.
your constraints are a bit vague so hard to say for sure but I would try field approach for this. First see:
Computational complexity and shape nesting
Path generation for non-intersecting disc movement on a plane
How to implement a constraint solver for 2-D geometry?
and sub-links where you can find some examples of this approach.
Now the algo:
place N particles randomly inside sphere
N should be safely low so it is smaller then your solution particles count.
start field simulation
so use your solution rules to create attractive and repulsive forces and drive your particles via Newton D'Alembert physics. Do not forget to add friction (so movement will stop after time) and sphere volume boundary.
stop when your particles stop moving
so if max(|particles_velocity|)<threshold stop.
now check if all particles are correctly placed
not breaking any of your rules. If yes then remember this placement as solution and try again from #1 with N+1 particles. If not stop and use last correct solution.
To speed this up you can add more particles instead of using (N+1) similarly to binary search (add 32 particles until you can ... then just 16 ... ). Also you do not need to use random locations in #1 for the other runs. you can let the other particles start positions where they were placed in last run solution.
How to determine accuracy of the solution is entirely different matter. As you did not provide exact rules then we can only guess. I would try to estimate ideal particle density and compute the ideal particle count based on sphere volume. You can use this also for the initial guess of N and then compare with the final N.

Detect when 2 moving objects in 2d plane are close

Imagine we have a 2D sky (10000x10000 coordinates). Anywhere on this sky we can have an aircraft, identified by its position (x, y). Any aircraft can start moving to another coordinates (in straight line).
There is a single component that manages all this positioning and movement. When a aircraft wants to move, it send it a message in the form of (start_pos, speed, end_pos). How can I tell in the component, when one aircraft will move in the line of sight of another (each aircraft has this as a property as radius of sight) in order to notify it. Note that many aircrafts can be moving at the same time. Also, this algorithm is good to be effective sa it can handle ~1000 planes.
If there is some constraint, that is limiting your solution - it can probably be removed. The problem is not fixed.
Use a line to represent the flight path.
Convert each line to a rectangle embracing it. The width of the rectangle is determined by your definition of "close" (The bigger the safety distance is, the wider the rectangle should be).
For each new flight plan:
Check if the new rectangle intersects with another rectangle.
If so, calculate when will each plane reach the collision point. If the time difference is too small (and you should define too small according to the scenario), refuse the new flight plan.
If you want to deal with the temporal aspect (i.e. dealing with the fact that the aircraft move), then I think a potentially simplification is lifting the problem by the time dimension (adding one more dimension - hence, the original problem, being 2D, becomes a 3D problem).
Then, the problem becomes a matter of finding the point where a line intersects a (tilted) cylinder. Finding all possible intersections would then be n^2; not too sure if that is efficient enough.
See Wikipedia:Quadtree for a data structure that will make it easy to find which airplanes are close to a given airplane. It will save you from doing O(N^2) tests for closeness.
You have good answers, I'll comment only on one aspect and probably not correctly
you say that you aircrafts move in form (start_pos, speed, end_pos)
if all aircrafts have such, let's call them, flightplans then you should be able to calculate directly when and where they will be within certain distance from each other, or when will they be at closest point from each other or if the will collide/get too near
So, if they indeed move according to the flightplans and do not deviate from them your problem is deterministic - it boils down to solving a set of equations, which for ~1000 planes is not such a big task.
If you do need to solve these equations faster you can employ the techniques described in other answers
using efficient structures that can speedup calculating distances (quadtree, octree, kd-trees),
splitting the problem to solve the equations only for some relevant future timeslice
prioritize solving equations for pairs for which the distance changes most rapidly
Of course converting time to a third dimension turns the aircrafts from points into lines and you end up searching for the closest points between two 3d lines (here's some math)
I actually found an answer to this question.
It is in the book Real-Time Collision Detection, p. 223. It's better named, as well: Intersecting Moving Sphere Against Sphere, where a 2D sphere is a circle. It's not so simple (and I may also violate some rights) to explain it here, but the basic idea is to fix one of the circles as a point, adding its radius to the radius of the moving one. The new direction for the moving one is the sum of the two original vectors.

Drawing a Topographical Map

I've been working on a visualization project for 2-dimensional continuous data. It's the kind of thing you could use to study elevation data or temperature patterns on a 2D map. At its core, it's really a way of flattening 3-dimensions into two-dimensions-plus-color. In my particular field of study, I'm not actually working with geographical elevation data, but it's a good metaphor, so I'll stick with it throughout this post.
Anyhow, at this point, I have a "continuous color" renderer that I'm very pleased with:
The gradient is the standard color-wheel, where red pixels indicate coordinates with high values, and violet pixels indicate low values.
The underlying data structure uses some very clever (if I do say so myself) interpolation algorithms to enable arbitrarily deep zooming into the details of the map.
At this point, I want to draw some topographical contour lines (using quadratic bezier curves), but I haven't been able to find any good literature describing efficient algorithms for finding those curves.
To give you an idea for what I'm thinking about, here's a poor-man's implementation (where the renderer just uses a black RGB value whenever it encounters a pixel that intersects a contour line):
There are several problems with this approach, though:
Areas of the graph with a steeper slope result in thinner (and often broken) topo lines. Ideally, all topo lines should be continuous.
Areas of the graph with a flatter slope result in wider topo lines (and often entire regions of blackness, especially at the outer perimeter of the rendering region).
So I'm looking at a vector-drawing approach for getting those nice, perfect 1-pixel-thick curves. The basic structure of the algorithm will have to include these steps:
At each discrete elevation where I want to draw a topo line, find a set of coordinates where the elevation at that coordinate is extremely close (given an arbitrary epsilon value) to the desired elevation.
Eliminate redundant points. For example, if three points are in a perfectly-straight line, then the center point is redundant, since it can be eliminated without changing the shape of the curve. Likewise, with bezier curves, it is often possible to eliminate cetain anchor points by adjusting the position of adjacent control points.
Assemble the remaining points into a sequence, such that each segment between two points approximates an elevation-neutral trajectory, and such that no two line segments ever cross paths. Each point-sequence must either create a closed polygon, or must intersect the bounding box of the rendering region.
For each vertex, find a pair of control points such that the resultant curve exhibits a minimum error, with respect to the redundant points eliminated in step #2.
Ensure that all features of the topography visible at the current rendering scale are represented by appropriate topo lines. For example, if the data contains a spike with high altitude, but with extremely small diameter, the topo lines should still be drawn. Vertical features should only be ignored if their feature diameter is smaller than the overall rendering granularity of the image.
But even under those constraints, I can still think of several different heuristics for finding the lines:
Find the high-point within the rendering bounding-box. From that high point, travel downhill along several different trajectories. Any time the traversal line crossest an elevation threshold, add that point to an elevation-specific bucket. When the traversal path reaches a local minimum, change course and travel uphill.
Perform a high-resolution traversal along the rectangular bounding-box of the rendering region. At each elevation threshold (and at inflection points, wherever the slope reverses direction), add those points to an elevation-specific bucket. After finishing the boundary traversal, start tracing inward from the boundary points in those buckets.
Scan the entire rendering region, taking an elevation measurement at a sparse regular interval. For each measurement, use it's proximity to an elevation threshold as a mechanism to decide whether or not to take an interpolated measurement of its neighbors. Using this technique would provide better guarantees of coverage across the whole rendering region, but it'd be difficult to assemble the resultant points into a sensible order for constructing paths.
So, those are some of my thoughts...
Before diving deep into an implementation, I wanted to see whether anyone else on StackOverflow has experience with this sort of problem and could provide pointers for an accurate and efficient implementation.
Edit:
I'm especially interested in the "Gradient" suggestion made by ellisbben. And my core data structure (ignoring some of the optimizing interpolation shortcuts) can be represented as the summation of a set of 2D gaussian functions, which is totally differentiable.
I suppose I'll need a data structure to represent a three-dimensional slope, and a function for calculating that slope vector for at arbitrary point. Off the top of my head, I don't know how to do that (though it seems like it ought to be easy), but if you have a link explaining the math, I'd be much obliged!
UPDATE:
Thanks to the excellent contributions by ellisbben and Azim, I can now calculate the contour angle for any arbitrary point in the field. Drawing the real topo lines will follow shortly!
Here are updated renderings, with and without the ghetto raster-based topo-renderer that I've been using. Each image includes a thousand random sample points, represented by red dots. The angle-of-contour at that point is represented by a white line. In certain cases, no slope could be measured at the given point (based on the granularity of interpolation), so the red dot occurs without a corresponding angle-of-contour line.
Enjoy!
(NOTE: These renderings use a different surface topography than the previous renderings -- since I randomly generate the data structures on each iteration, while I'm prototyping -- but the core rendering method is the same, so I'm sure you get the idea.)
Here's a fun fact: over on the right-hand-side of these renderings, you'll see a bunch of weird contour lines at perfect horizontal and vertical angles. These are artifacts of the interpolation process, which uses a grid of interpolators to reduce the number of computations (by about 500%) necessary to perform the core rendering operations. All of those weird contour lines occur on the boundary between two interpolator grid cells.
Luckily, those artifacts don't actually matter. Although the artifacts are detectable during slope calculation, the final renderer won't notice them, since it operates at a different bit depth.
UPDATE AGAIN:
Aaaaaaaand, as one final indulgence before I go to sleep, here's another pair of renderings, one in the old-school "continuous color" style, and one with 20,000 gradient samples. In this set of renderings, I've eliminated the red dot for point-samples, since it unnecessarily clutters the image.
Here, you can really see those interpolation artifacts that I referred to earlier, thanks to the grid-structure of the interpolator collection. I should emphasize that those artifacts will be completely invisible on the final contour rendering (since the difference in magnitude between any two adjacent interpolator cells is less than the bit depth of the rendered image).
Bon appetit!!
The gradient is a mathematical operator that may help you.
If you can turn your interpolation into a differentiable function, the gradient of the height will always point in the direction of steepest ascent. All curves of equal height are perpendicular to the gradient of height evaluated at that point.
Your idea about starting from the highest point is sensible, but might miss features if there is more than one local maximum.
I'd suggest
pick height values at which you will draw lines
create a bunch of points on a fine, regularly spaced grid, then walk each point in small steps in the gradient direction towards the nearest height at which you want to draw a line
create curves by stepping each point perpendicular to the gradient; eliminate excess points by killing a point when another curve comes too close to it-- but to avoid destroying the center of hourglass like figures, you might need to check the angle between the oriented vector perpendicular to the gradient for both of the points. (When I say oriented, I mean make sure that the angle between the gradient and the perpendicular value you calculate is always 90 degrees in the same direction.)
In response to your comment to #erickson and to answer the point about calculating the gradient of your function. Instead of calculating the derivatives of your 300 term function you could do a numeric differentiation as follows.
Given a point [x,y] in your image you could calculate the gradient (direction of steepest decent)
g={ ( f(x+dx,y)-f(x-dx,y) )/(2*dx),
{ ( f(x,y+dy)-f(x,y-dy) )/(2*dy)
where dx and dy could be the spacing in your grid. The contour line will run perpendicular to the gradient. So, to get the contour direction, c, we can multiply g=[v,w] by matrix, A=[0 -1, 1 0] giving
c = [-w,v]
Alternately, there is the marching squares algorithm which seems appropriate to your problem, although you may want to smooth the results if you use a coarse grid.
The topo curves you want to draw are isosurfaces of a scalar field over 2 dimensions. For isosurfaces in 3 dimensions, there is the marching cubes algorithm.
I've wanted something like this myself, but haven't found a vector-based solution.
A raster-based solution isn't that bad, though, especially if your data is raster-based. If your data is vector-based too (in other words, you have a 3D model of your surface), you should be able to do some real math to find the intersection curves with horizontal planes at varying elevations.
For a raster-based approach, I look at each pair of neighboring pixels. If one is above a contour level, and one is below, obviously a contour line runs between them. The trick I used to anti-alias the contour line is to mix the contour line color into both pixels, proportional to their closeness to the idealized contour line.
Maybe some examples will help. Suppose that the current pixel is at an "elevation" of 12 ft, a neighbor is at an elevation of 8 ft, and contour lines are every 10 ft. Then, there is a contour line half way between; paint the current pixel with the contour line color at 50% opacity. Another pixel is at 11 feet and has a neighbor at 6 feet. Color the current pixel at 80% opacity.
alpha = (contour - neighbor) / (current - neighbor)
Unfortunately, I don't have the code handy, and there might have been a bit more to it (I vaguely recall looking at diagonal neighbors too, and adjusting by sqrt(2) / 2). I hope this enough to give you the gist.
It occurred to me that what you're trying to do would be pretty easy to do in MATLAB, using the contour function. Doing things like making low-density approximations to your contours can probably be done with some fairly simple post-processing of the contours.
Fortunately, GNU Octave, a MATLAB clone, has implementations of the various contour plotting functions. You could look at that code for an algorithm and implementation that's almost certainly mathematically sound. Or, you might just be able to offload the processing to Octave. Check out the page on interfacing with other languages to see if that would be easier.
Disclosure: I haven't used Octave very much, and I haven't actually tested it's contour plotting. However, from my experience with MATLAB, I can say that it will give you almost everything you're asking for in just a few lines of code, provided you get your data into MATLAB.
Also, congratulations on making a very VanGough-esque slopefield plot.
I always check places like http://mathworld.wolfram.com before going to deep on my own :)
Maybe their curves section would help? Or maybe the entry on maps.
compare what you have rendered with a real-world topo map - they look identical to me! i wouldn't change a thing...
Write the data out as an HGT file (very simple digital elevation data format used by USGS) and use the free and open-source gdal_contour tool to create contours. That works very well for terrestrial maps, the constraint being that the data points are signed 16-bit numbers, which fits the earthly range of heights in metres very well, but may not be enough for your data, which I assume not to be a map of actual terrain - although you do mention terrain maps.
I recommend the CONREC approach:
Create an empty line segment list
Split your data into regular grid squares
For each grid square, split the square into 4 component triangles:
For each triangle, handle the cases (a through j):
If a line segment crosses one of the cases:
Calculate its endpoints
Store the line segment in the list
Draw each line segment in the line segment list
If the lines are too jagged, use a smaller grid. If the lines are smooth enough and the algorithm is taking too long, use a larger grid.

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