Testing tetrahedron-triangle intersection - algorithm

I want to determine whether a given triangle intersects a tetrahedron. I do not want to compute the solution polygon(if it exists) itself. Is there any library/package/published practical algorithm which can be used to solve this problem directly(unlike my attempt below)?
I think as a last resort I will have to use standard polygon-polygon intersection algorithm implementations to solve this problem indirectly.
My attempt on this problem:
I thought of breaking it into the problem of polygon-polygon intersection. So for each triangular face(say T1) of the tetrahedron and the given triangle T2, I thought of doing the following:
Compute intersection(a line) between planes corresponding to each triangle, say L1.
For each triangle:
For each edge of the triangle say L2, compute point of intersection P between L1 and L2.
Test(maybe using parametric form) of L2, if the point lies on the edge L2.
If for both triangles T1 and T2, there exists at least one edge on which the intersection point P lies, then it implies that the triangles(and hence the given tetrahedron and the triangle T2) do intersect.

Create an orthonormal frame based on the triangle (origin at some vertex, axis X using the direction of some side, axis Y and Z using the direction of another side and Gram-Schmidt formulas).
Transform the coordinates of the 3 + 4 vertices to the new frame.
If all Z of the 4 tetrahedron vertices are of the same sign, there is no intersection. Otherwise, find the 3 or 4 intersection point of the edges into XY, by linear interpolation on Z.
Now you need to check for intersections between a triangle and a triangle or (convex) quadrilateral, in 2D. You can solve that by means of a standard clipping algorithm, made simple by convexity of the polygons.
As an easy optimization, note that it is useless to compute the Z of the triangle vertices (=0), and the XY of the tetrahedron vertices before you know that there is a possible intersection.
You can also speedup the polygon intersection process by first using a bounding box test.

I just found a function in CGAL library CGAL::do_intersect(Type1< Kernel > obj1,Type2< Kernel > obj2 ) for computing intersection between two geometric objects. It permits Type1 and Type2 to be Triangle_3<Kernel> and Tetrahedron_3<Kernel> respectively.

Related

How to Judge the Equality of 2 Triangular Meshes?

Given a triangular mesh A in 3D space. Rotate and translate all its points to generate a new mesh B.
How to determine the equality of A and B, just by their vertices and faces?
Topology of the mesh is not important, I only care about the geometric equality, A and B should be equal even if their triangulation are changed. It is
something like the transform in-variance problem for triangular mesh, only translate and rotation is considered.
To complete #Spektre's answer, if the two meshes are not exactly the same, that is there is at least a pair of nodes or edges which does not perfectly overlap, You can use the Hausdorff distance to quantify the "difference" between the two meshes.
Assuming triangle faces only.
compare number of triangles
if not matching return false.
sort triangles by their size
if the sizes and order does not match between both meshes return false.
find distinct triangle in shapes
So either the biggest or smallest in area, edge length or whatever. If not present then you need other distinct feature like 2 most distant points etc ... If none present even that then you need the RANSAC for this.
Align both meshes so the matching triangles (or feature points) will have the same position in both meshes.
compare matching vertexes
so find the closest vertex form Mesh A to each vertex in mesh B and if the distance of any them cross some threshold return false
return true
In case meshes has no distinct features for 3 you need to either use brute force loop through all combinations of triangles form A and B until #4 returns true or all combinations tested or use RANSAC for this.
There are alternatives to #3 like find the centroid and closest and farthermost points to it and use them as basis vectors instead of triangle. that requires single vertex or close group of vertexes to be the min and max. if not present like in symmetrical meshes like cube icosahedron, sphere you're out of luck.
You can enhance this by using other features from the mesh if present like color, texture coordinate ...
[Edit1] just a crazy thinking on partial approach without the need of aligninig
compute average point C
compute biggest inscribed sphere centered at C
just distance from C to its closest point
compute smallest outscribed sphere centered at C
just distance from C to its farthest point
compare the radiuses between the shapes
if not equal shapes are not identical for sure. If equal then you have to check with approaches above.
The paper On 3D Shape Similarity (Heung-yeung Shum, Martial Hebert, Katsushi Ikeuchi) computes a similarity score between two triangular meshes by comparing semiregular sphere tessellations that have been deformed to approximate the original meshes.
In this case, the meshes are expected to be identical (up to some small error due to the transformation), so an algorithm inspired by the paper could be constructed as follows:
Group the vertices of each mesh A, B by the number of neighboring vertices they have.
Choose one vertex V_A from mesh A and vertex V_Bi from mesh B, both with same number of neighbors.
The vertex and its N neighbors V_n1...V_nN form a triangle fan of N triangles. Construct N transforms which take vertex V_Bi to V_A and each possible fan (starting from a different neighbor V_Bn1, V_Bn2, ..., V_BnN) to V_An1...V_AnN.
Find the minimum of the sums of distances from each vertex of B to the closest vertex to it in A, for each N transforms for each vertex V_Bi.
If a sum of near zero is found, the vertices of the transformed mesh B coincide with vertices of A, a mapping between them can be constructed, and you can do further topological, edge presence or direction checks, as needed.

segment intersecting a tetrahedron

I am trying to write C++ code to find the intersection points of a segment intersecting a tetrahedron. I reduced the problem like this:
For each face of the tetrahedron (a triangle), find the intersection point of the line segment. Then, I have three cases:
a) The segment doesn't intersect any face - thus either the segment is entirely in the tetrahedron or completely outside.
b) The segment only intersects one face. Then I just need to determine the side of the segment that is in the tetrahedron and I get the two points that are in the tetrahedron.
c) The segment intersects two faces.
I am having trouble implementing this algorithm. Here are the issues:
If the segment and triangle are in the same plane, how do I find the intersection points?
How can I determine if the segment lies on one of the edges of the tetrahedron?
Thanks.
Hint:
You can't avoid a complex case discussion. Here I introduce the planar case of a line segment and a triangle.
The sides of the triangle define three straight lines that partition the plane in 7 regions, one bounded and 6 unbounded. On the figure, they are designated by the signs obtained when you plug the coordinates of a point in the three implicit equations of these lines.
If you need to consider endpoints exactly on a side, you need to add 6 half-lines and 3 segments to the discussion.
Then take all possible combinations of the starting and ending regions.
Many of the cases are straightforward. When the two segment endpoint belong to the same region, the segment is wholly inside or outside; when one of the regions is +++ and the other is different, there is exactly one intersection...
In the case of the figure (--+ to ++-), you are sure to have one intersection with the bottom edge; but which is the other intersected side is unsure: to answer this, you need to tell on what side of the line segment the top vertex lies.
With some courage, you can discuss all 16 x 15 / 2 = 120 cases, many of which are identical to a permutation of the elements.
This is just an appetizer compared to the 3D problem.
"How can I determine if the segment lies on one of the edges of the tetrahedron?"
Write a function that computes the area of the triangle determined by three points in space. This can be computed from a determinant, as explained here and many other sites.
Then write a function that determines if two segments ab and cd are collinear.
They are if and only if the area of abc is zero, and the area of abd is zero.
Finally, write a function that determines if one point c lies on the segment ab. With all this, the remainder is easy.
To answer the general question, i.e. how to find the (up to two) intersections between a segment and a tetrahedron, I'd prefer to avoid the painful case-by-case analysis (mentioned in your problem reduction and in another answer).
I would use a variant of Sutherland-Hogdman's reentrant clipping (explained in 2D in [1]): the idea is to consider the tetrahedron as the intersection between four oriented half-spaces (limited by the support planes of the four faces of the tetrahedron).
Thus to compute the intersection between a segment and a tetrahedron, you can proceed as follows:
S := your segment
for f := 0 to 3 {
H := half_space(tet, f)
S := intersect(S, H)
}
H is just a plane equation (coefficients a,b,c,d of equation ax+by+cz+d=0,
[a,b,c] is the normal to the facet, oriented towards the interior of the tetrahedron. d is obtained by injecting a vertex incident to the facet into the equation).
The function intersect() is simple to implement (just test the sign of ax+by+cz+d at both vertices of the segment, if they differ, there is an intersection, that can be computed by injecting a parametric equation of S
x=x1+t(x2-x1), y=y1+t(y2-y1), z=z1+t(z2-z1) into (ax+by+cz+d=0) and solving for t, where (x1,y1,z1) and (x2,y2,z2) denote the two extremities of S.
In addition, the function intersect() may compute two booleans, to keep track of which vertex of S is a generated intersection.
[1] https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm

How to calculate the cross section of a tetrahedron

I have a volume mesh which is actually a tetrahedral mesh. I would like to calculate the cross-section of this mesh given a plane function, saying z = 0. I can imagine that the cross section of a tetrahedron is either a triangle or a quadrilateral. For the first case, triangle, once I calculate the 3 cross points I can get it; but for the second case, how can I make the quadrilateral become 2 triangles? My problem is I cannot determine the diagonal of the quadrilateral.
Intersect all tetrahedron edges by the plane. You will get 3 or 4 intersection points.
If 3 points then a single triangle.
If 4 points, they form a convex quadrilateral. Take any 3 points, that form a first triangle. The other triangle if formed of the fourth point and the two endpoints of the edge that has this point to its right.
Alternatively (for a more general solution), tag the intersection points with the indexes of the faces incident on the edge, and reconstruct the ring of labels.
Ex: edges are common to faces AB, CD, DA and BC; then the section is ABCD.
This answer outlines a general volume-plane intersection algorithm. It will return the vertices of the intersection in order, so it's easy to determine the diagonal of your quadrilateral.

Robust polygon normal calculation

is there a good robust algorithm to calculate normal vector of a convex polygon (in 3D, of course)? For triangles, it is easy: one takes two of the triangle's edges and calculates the cross product:
vec3 u = point[0] - point[1], v = point[0] - point[2];
vec3 n = normalize(cross(u, v));
But this approach does not really extend to polygons very well. Some edges of the polygon can be nearly or "exactly" collinear (this will happen often in meshes where T-Junction removal took place), therefore it is necessary to choose a pair of edges, giving a "strong" normal (both edges are "long enough" and they hold "almost perpendicular" angle).
This approach will still not work for all polygons, though. Imagine a polygon in the shape of a disc. If it is very finely subdivided, all the edges will be very short and all of the consecutive edges will be almost collinear, regardless of the radius of the disc. At the same time, the normal is very well defined.
One solution could be to find the largest inscribed triangle and to calculate the normal of that. However, finding it will have complexity of O(n^2), which seems prohibitive.
A better solution could be to use SVD or Eigenvalue decomposition to calculate the normal, given all the polygon points, not just three or four.
Is there a standard algorithm for this? Anyone has a good way of doing it?
If you factorize the formula for a triangle, you'll get the following:
n ~ (p1 - p0) x (p2 - p0)
= p0 x p1 + p1 x p2 + p2 x p0
You can generalize this formula for arbitrary polygons:
n ~ p0 x p1 + p1 x p2 + ... + pn x p0
So sum the cross product of consecutive edges. This is a robust algorithm and works for non-planar polygons.
If you can be sure that the polygon is planar, I would do the following (to save computation time):
Repeat k times
Pick 3 random polygon vertices
Calculate the normal of the according triangle
Choose the longest normal as the polygon's normal.
You might discard any normal that has a length <= epsilon.
start from an arbitrary vertex(lets call it vertex A), and move to the next vertex in the list(call it vertex B). calculate the perpendicular vector(call it vector P) to the AB vector. Then continue iterating in the vertex list to find the vertex that is perpendicularly the most distant from vector AB. So at each iteration take the dot product of the current element(take vertex B as the origin) with the vector P and take the one that has the greatest result in magnitude(take absolute value) and call it C. calculate the cross product of A B C vectors.
if the poly is convex you can stop iterating untill the perpendicular distances starts to
get smaller in magnitude.
I came up with this idea, i do not know how efficient this method would be since I do not know any other algorithm to compare with.
You can calculate the covariance matrix for all the points of the polygon (which will be a 3x3 matrix for 3D space). The normal to the polygon will be the Eigen vector corresponding to the smallest Eigen value.

Find the slice cut by a line segment, an origin point on a 3D polygon

I have an array of triangle vertices (faces of the polygon), something like
[[[a, b, c], [d, e, f], [g, h, i]], ...]
I have a line segment, represented by 2 3D vertices, let's say [[j, k, l], [m, n, o]].
And I have a point [p, q, r].
What I want to do is, project the point on the polygon, through the line segment, and check if it completely slices the polygon (I think 4 points of contact should be enough? I could be wrong). And if it does, I need all the points of intersection which lie on the edges and vertices.
I'm completely lost here. Any pointers would be appreciated.
We can assume without loss of generality that the triangle formed by the point & line segment (henceforth T) lies in the x-y plane. (Otherwise, rotate everything appropriately).
We loop through the triangle faces, for any pair of vertices of a face where their y-coordinates have different signs (i.e. for any edge that cuts the x-y plane), we check the intersection of the edge with the x-y plane and make sure it's within T.
It holds that T "completely slices the polygon" if and only if all such checks are true.
Running time is O(number of faces).
All the operations described are pretty simple. E.g. Checking that something is in the bounds of T is simply checking two inequalities with the equations of the two lines that define T (i.e. from the point to the end points of the line segment).
All POI with the edges (and thus vertices) can be calculated within the loop - it's simply the POI of the edge with the x-y plane.

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