How to connect two fitted B-spline curve? - curve-fitting

I use B-spline curve fitting to obtain one smooth curve. If I obtain two smooth B-spline , how can I connect then smoothly. For example, I have 59 points((x0,y0,z0),...,(x58, y58, z58)) and I have two fitted B spline. One B-spline is for the first 30 points, another is for the next 30 points and the two point set share one common point((x29,y29,z29)). The point (x29,y29,z29) will be modified twice due to curve fitting and will have two new positions. If I just connect the two new positions, the final curve will not be smooth at the point (x29,y29,z29). Currently I perform curve fitting for all data together but that will modify the smooth curve for the first 30 points entirely. I hope to only modify the connecting part of the first smooth curve. I know I need to impose derivatives need to be equal at the joint. I don't know how to do that.

It looks like you are doing LS fitting with B-spline curves or something similar and in general the B-spline obtained this way will not pass any of the data points. This is why the two B-splines do not meet at the common point.
To solve this problem, you can enhance your LS fitting function to take constraints as part of the input. In your cases, these constraints are linear and therefore your problem will still be linear. Once this step is done, you can pre-calculate the slope at the common point and constrain both B-spline fitting to the common point and common slope. This way the two B-splines obtained will at least be G1 continuous at the common point.
Having said this, to implement a constrained LS fitting is not a trivial task, which cannot be easily elaborated here either. So, you will have to do some "googling" yourself. An alternative solution will be to "tweak" your two B-splines to make them connected in a G1 manner. But doing so will certainly increase the fitting error as the sense of least squared error is destroyed. By "tweaking", I meant to change the B-spline's control points locally. In the following I will give more details.
Supposed you have two B-splines C1(t) and C2(t) and the last two control points of C1(t) are P(n-2) and P(n-1) and the first two control points of C2(t) are Q(0) and Q(1). P(n-1) and Q(0) are supposed to be close to the common point (x29, y29, z29) of the two data set. Tweaking the B-spline curves simply means changing the location of P(n-2), P(n-1), Q(0) and Q(1) so that these two B-spline curves will meet in a G1 manner. To do this,
1) we first make them G0 by moving both P(n-1) and Q(0) to the same location, which can be (x29, y29, z29) or simply the midpoint between P(n-1) and Q(0). Let's denote this new location as R.
2) Now, check if P(n-2), R and Q(1) are collinear. If they happens to be collinear, then the two B-spline curves will be G1 as well and you are done. If they are not collinear, find the best approximating line passing thru R from P(n-2) and Q(1), then project P(n-2) and Q(1) onto this line and use the projected points as the new location of P(n-2) and Q(1).
After these two steps, these two B-spline curves should be connected in G1 manner. But the error to the original data points around the common joint will become bigger.

Related

Approximate a curve with a limited number of line segments and arcs of circles

Is there any algorithm that would allow to approximate a path on the x-y plane (i.e. an ordered suite of points defined by x and y) with a limited number of line segments and arcs of circles (constant curvature)? The resulting curve needs to be C1 (continuity of slope).
The maximum number or segments and arcs could be a parameter. An additional interesting constraint would be to prevent two consecutive circles of arcs without an intermediate line segment joining them.
I do not see any way to do this, and I do not think that there exists a method for it, but any hint towards this objective is welcome.
Example:
Sample file available here
Consider this path. It looks like a line, but is actually an ordered suite of very close points. There is no noise and the order of the sequence of points is well known.
I would like to approximate this curve with a minimum number of succession of line segments and circular arcs (let's say 10 line segments and 10 circular arcs) and a C1 continuity. The number of segments/arcs is not an objective itself but I need any parameter which would allow to reduce/increase this number to attain a certain simplicity of the parametrization, at the cost of accuracy loss.
Solution:
Here is my solution, based on Spektre's answer. Red curve is original data. Black lines are segments and blue curves are circle arcs. Green crosses are arc centers with radii shown and blue ones are points where segments potentially join.
Detect line segments, based on slope max deviation and segment minimal length as parameters. The slope of the new segment step is compared with the average step of the existing segment. I would prefer an optimization-based method, but I do not think that it exists for disjoint segments with unknown number, position and length.
Join segments with tangent arcs. To close the system, the radius is chosen such that the segments extremities are the least possible moved. A minimum radius constraint has been added for my purposes. I believe that there will be some special cases to treat in the inflexion points are far away when (e.g. lines are nearly parallel) and interact with neigboring segments.
so you got a point cloud ... for such Usually points close together are considered connected so:
you need to add info about what points are close to which ones
points close only to 2 neighbors signaling interior of curve/line. Only one neighbor means endpoint of curve/lines and more then 2 means intersection or too close almost or parallel lines/curves. No neighbors means either noise or just a dot.
group path segments together
This is called connected component analysis. So you need to form polylines from your neighbor info table.
detect linear path chunks
these have the same slope among neighboring segments so you can join them to single line.
fit the rest with curves
Here related QAs:
Finding holes in 2d point sets?
Algorithms: Ellipse matching
How approximation search works see the sublinks there are quite a bit of examples of fitting
Trace a shape into a polygon of max n sides
[Edit1] simple line detection from #3 on your data
I used 5.0 deg angle change as threshold for lines and also minimal size fo detected line as 50 samples (too lazy to compute length assuming constant point density). The result looks like this:
dots are detected line endpoints, green lines are the detected lines and white "lines" are the curves so I do not see any problem with this approach for now.
Now the problem is with the points left (curves) I think there should be also geometric approach for this as it is just circular arcs so something like this
Formula to draw arcs ending in straight lines, Y as a function of X, starting slope, ending slope, starting point and arc radius?
And this might help too:
Circular approximation of polygon (or its part)
the C1 requirement demands the you must have alternating straights and arcs. Also realize if you permit a sufficient number of segments you can trivially fit every pair of points with a straight and use a tiny arc to satisfy slope continuity.
I'd suggest this algorithm,
1 best fit with a set of (specified N) straight segments. (surely there are well developed algorithms for that.)
2 consider the straight segments fixed and at each joint place an arc. Treating each joint individually i think you have a tractable problem to find the optimum arc center/radius to satisfy continuity and improve the fit.
3 now that you are pretty close attempt to consider all arc centers and radii (segments being defined by tangency) as a global optimization problem. This of course blows up if N is large.
A typical constraint when approximating a given curve by some other curve is to bound the approximate curve to an epsilon-hose within the original curve (in terms if Minkowski sum with a disk of fixed radius epsilon).
For G1- or C2-continuous approximation (which people from CNC/CAD like) with biarcs (and a straight-line segment could be seen as an arc with infinite radius) former colleagues of mine developed an algorithm that gives solutions like this [click to enlarge]:
The above picture is taken from the project website: https://www.cosy.sbg.ac.at/~held/projects/apx/apx.html
The algorithm is fast, that is, it runs in O(n log n) time and is based on the generalized Voronoi diagram. However, it does not give an approximation with the exact minimum number of elements. If you look for the theoretical optimum I would refer to a paper by Drysdale et al., Approximation of an Open Polygonal Curve with
a Minimum Number of Circular Arcs and Biarcs, CGTA, 2008.

number of control points for B spline curve

I am trying to use B spline curve fitting. The order of B spline curve is 4. When I have many control points, it works well. However if the number of control points is small such as two, my program will crash. I realize that the number of control points is related to number of knots and the order. Can anyone help me clarify the relationship or give some links on it?
Sounds like you're simply reading out of bounds, which is not a specific issue of calculating splines. To calculate a b-spline of degree n, you'll need at least n + 1 points.
To simplify and show the issue:
The easiest way of interpolation is linear interpolation - just draw a line between two points.
If you've got only one point, you can't interpolate anything, simply due to the fact that you don't know where to draw.
For a quadratic interpolation, you'll need at least three points, etc.
In a similar way, you'll need at least 5 points for a b-spline of 4th degree.
A really nice online demo can be found here:
Pick any b-spline demo on the lower left side, I'd just go for the linear one.
On the right you're now able to set the number of control points as well as the degree of the curve.
Feel free to try around, also by moving the points around with your mouse.
Two control points is not sufficient to define a B-spline of order 4. For B-splines, the number of knots needs to equal the sum of number of control points and order. A single segment degree 3 B-spline will require 4 control points and 8 knot values. So, to calculate a B-spline with order N, you at least need N points. That will give you a B-spline with single segment. If you have more points, then the resulting B-spline will have more segments.
As others stated, the number of control points is equal to the number of knots minus the order of the bspline basis. Thus you cannot have an arbitrary combination of order, say k, and knot vector for your bspline function/curve once you fix the control points.
A very useful link for theory on b-splines and nurbs curves is the following:
http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/index.html
There you can find the relationship of number of control points with dimensionality of knot vector etc as well as detailed examples and some algorithms.
Depending on your needs, you may also wish to check "The NURBS book" by Piegl and Tiller
http://www.amazon.com/NURBS-Book-Monographs-Visual-Communication/dp/3540615458
they have done an amazing job and in their book they include working algorithms.
The curve fitting problem of a b-spline to data is a rather large subject since you have to take care to avoid over/under fitting. There are several approaches, and most involve including a curvature penalty term. The literature is vast, but you can find a lot of information and a great starting point in the book by Hastie et. al. "The elements of statistical learning" which you can legally download from the authors site:
http://statweb.stanford.edu/~tibs/ElemStatLearn/
The curve fitting problem is covered to some extent in all references I gave. Good luck.

Reverse engineering a bezier curve

Given a few sample points on a bézier curve, is it possible to work out the set of possible curves these points may lie on?
In my specific application there is a limited set of endpoints the curve may have, so I want to generate the set of possible curves, enumerate all of them and pick out all the ones which may end on a valid end point.
Some people have asked for more detail.
I have a set of points which I know are on a quadratic bezier curve, I want to calculate the formula of the curve and be able to extrapolate new points on the curve.
Bezier curves will always go through starting and ending control points.
If the degree of the curve is equal to the number of sample points then there will be only one curve that will pass through all your points (in a normal case, where all points are different and they don't lie on a bezier curve of a lesser degree).
If the degree of a curve is less then the number of the sample points then, in general case, you will not be able to make the curve go through all the points (in a normal case).
If the degree of a curve is higher then the number of the sample points then, in general case, you will be able to draw infinite number of curves.
In the wiki article you will find references to control points only, but still I believe that I remember the above properties correctly and that they hold for the points on the curves as well.
I think you need to redefine your question and exactly define what type of curves (and of which degree) do you need. Also as Georg pointed out you might be looking for paths - a combination of curves.
EDIT:
First a correction - curve is defined with degree plus one number of control points points (quadratic need three). Control points are not the same as points on the curve - and for three points on the curve and quadratic curve you could have infinite number of solutions (see this for quadratic curve and four points)
As for the solution (but still under assumption that you are looking at a single curve):
For an equation for single quadratic curve you have
B(t) = (1-t)^2*P0 + 2*(1-t)*t*P1 + t^2*P2
Capital letters above are vectors, and P0 corresponds to starting control point (first point), P2 corresponds to ending control point (last point), so you still need to find P1. The variable t is scalar that ranges from 0 to 1.
If working with 2D curves the above vector equation gives two scalar equations for each point on the curve.
Still there is t as an unknown, so you should take 2 more points (4 in total) which will give you 4 unknowns (t for first point, t for second point, x and y of the P1, middle control point) and 4 equation to solve (2 from each sample point).
Solve that with your favourite numerical method and you will get the original curve on which the points came from.
If you still think that you can get more curves and that you will have to choose something then you are not working with bezier curves, but with bezier splines (in a sense of multiple curves joined together). Still the same principle applies and if you work out a way to solve a single curve from the above equations (and if you have enough points) then you can divide the problem into n-segments of actual bezier curves and solve each as outlined above.
If it turns out that you don't have enough points then look at the linked article again - you are probably looking for the smoothest curve and there are some suggestions in the article on how to get there as looking for the exact solution (shortest curve/smoothest curve) seems to be rather complex.

How do I distribute 5 points evenly onto an irregular shape?

Here is a problem I am trying to solve:
I have an irregular shape. How would I go about evenly distributing 5 points on this shape so that the distance between each point is equal to each other?
David says this is impossible, but in fact there is an answer out of left field: just put all your points on top of each other! They'll all have the same distance to all the other points: zero.
In fact, that's the only algorithm that has a solution (i.e. all pairwise distances are the same) regardless of the input shape.
I know the question asks to put the points "evenly", but since that's not formally defined, I expect that was just an attempt to explain "all pairwise distances are the same", in which case my answer is "even".
this is mathematically impossible. It will only work for a small subset of base shapes.
There are however some solutions you might try:
Analytic approach. Start with a point P0, create a sphere around P0 and intersect it with the base shape, giving you a set of curves C0. Then create another point P1 somewhere on C0. Again, create a sphere around P1 and intersect it with C0, giving you a set of points C1, your third point P2 will be one of the points in C1. And so on and so forth. This approach guarantees distance constraints, but it also heavily depends on initial conditions.
Iterative approach. Essentially form-finding. You create some points on the object and you also create springs between the ones that share a distance constraint. Then you solve the spring forces and move your points accordingly. This will most likely push them away from the base shape, so you need to pull them back onto the base shape. Repeat until your points are no longer moving or until the distance constraint has been satisfied within tolerance.
Sampling approach. Convert your base geometry into a voxel space, and start scooping out all the voxels that are too close to a newly inserted point. This makes sure you never get two points too close together, but it also suffers from tolerance (and probably performance) issues.
If you can supply more information regarding the nature of your geometry and your constraints, a more specific answer becomes possible.
For folks stumbling across here in the future, check out Lloyd's algorithm.
The only way to position 5 points equally distant from one another (other than the trivial solution of putting them through the origin) is in the 4+ dimensional space. It is mathematically impossible to have 5 equally distanced object in 3D.
Four is the most you can have in 3D and that shape is a tetrahedron.

Is there an efficient algorithm to generate a 2D concave hull?

Having a set of (2D) points from a GIS file (a city map), I need to generate the polygon that defines the 'contour' for that map (its boundary). Its input parameters would be the points set and a 'maximum edge length'. It would then output the corresponding (probably non-convex) polygon.
The best solution I found so far was to generate the Delaunay triangles and then remove the external edges that are longer than the maximum edge length. After all the external edges are shorter than that, I simply remove the internal edges and get the polygon I want. The problem is, this is very time-consuming and I'm wondering if there's a better way.
One of the former students in our lab used some applicable techniques for his PhD thesis. I believe one of them is called "alpha shapes" and is referenced in the following paper:
http://www.cis.rit.edu/people/faculty/kerekes/pdfs/AIPR_2007_Gurram.pdf
That paper gives some further references you can follow.
This paper discusses the Efficient generation of simple polygons for characterizing the shape of a set of points in the plane and provides the algorithm. There's also a Java applet utilizing the same algorithm here.
The guys here claim to have developed a k nearest neighbors approach to determining the concave hull of a set of points which behaves "almost linearly on the number of points". Sadly their paper seems to be very well guarded and you'll have to ask them for it.
Here's a good set of references that includes the above and might lead you to find a better approach.
The answer may still be interesting for somebody else: One may apply a variation of the marching square algorithm, applied (1) within the concave hull, and (2) then on (e.g. 3) different scales that my depend on the average density of points. The scales need to be int multiples of each other, such you build a grid you can use for efficient sampling. This allows to quickly find empty samples=squares, samples that are completely within a "cluster/cloud" of points, and those, which are in between. The latter category then can be used to determine easily the poly-line that represents a part of the concave hull.
Everything is linear in this approach, no triangulation is needed, it does not use alpha shapes and it is different from the commercial/patented offering as described here ( http://www.concavehull.com/ )
A quick approximate solution (also useful for convex hulls) is to find the north and south bounds for each small element east-west.
Based on how much detail you want, create a fixed sized array of upper/lower bounds.
For each point calculate which E-W column it is in and then update the upper/lower bounds for that column. After you processed all the points you can interpolate the upper/lower points for those columns that missed.
It's also worth doing a quick check beforehand for very long thin shapes and deciding wether to bin NS or Ew.
A simple solution is to walk around the edge of the polygon. Given a current edge om the boundary connecting points P0 and P1, the next point on the boundary P2 will be the point with the smallest possible A, where
H01 = bearing from P0 to P1
H12 = bearing from P1 to P2
A = fmod( H12-H01+360, 360 )
|P2-P1| <= MaxEdgeLength
Then you set
P0 <- P1
P1 <- P2
and repeat until you get back where you started.
This is still O(N^2) so you'll want to sort your pointlist a little. You can limit the set of points you need to consider at each iteration if you sort points on, say, their bearing from the city's centroid.
Good question! I haven't tried this out at all, but my first shot would be this iterative method:
Create a set N ("not contained"), and add all points in your set to N.
Pick 3 points from N at random to form an initial polygon P. Remove them from N.
Use some point-in-polygon algorithm and look at points in N. For each point in N, if it is now contained by P, remove it from N. As soon as you find a point in N that is still not contained in P, continue to step 4. If N becomes empty, you're done.
Call the point you found A. Find the line in P closest to A, and add A in the middle of it.
Go back to step 3
I think it would work as long as it performs well enough — a good heuristic for your initial 3 points might help.
Good luck!
You can do it in QGIS with this plug in;
https://github.com/detlevn/QGIS-ConcaveHull-Plugin
Depending on how you need it to interact with your data, probably worth checking out how it was done here.
As a wildly adopted reference, PostGIS starts with a convexhull and then caves it in, you can see it here.
https://github.com/postgis/postgis/blob/380583da73227ca1a52da0e0b3413b92ae69af9d/postgis/postgis.sql.in#L5819
The Bing Maps V8 interactive SDK has a concave hull option within the advanced shape operations.
https://www.bing.com/mapspreview/sdkrelease/mapcontrol/isdk/advancedshapeoperations?toWww=1&redig=D53FACBB1A00423195C53D841EA0D14E#JS
Within ArcGIS 10.5.1, the 3D Analyst extension has a Minimum Bounding Volume tool with the geometry types of concave hull, sphere, envelope, or convex hull. It can be used at any license level.
There is a concave hull algorithm here: https://github.com/mapbox/concaveman

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