Greiner-Hormann clipping with degeneracies - algorithm

I'm trying to understand the paper "Clipping of Arbitrary Polygons with Degeneracies" by E. L Foster and J. R. Overfelt [1], which claims to extend the classic Greiner-Hormann polygon clipping algorithm by handling of degeneracies.
However, I ran into some difficulties with the procedure they describe. Consider the situation depicted on Figure 6(c) and suppose the polygons are oriented in the same way. Start the labeling phase from the I5 (as opposed from I1, as they do): for both subject polygon S and clipping polygon C, I5 has previous and next labels (on, on). Therefore, according to Table 1, first remove the intersection flag (1), then label current and neighbor nodes as "in/in" (2). This agrees with the Example. Next, I6 has (in/out) for S, and (in/on) for C. Table 1 says "en/en" (or "ex/ex", not clear whether "prev" applies to columns or rows). Then, Table 2 says, remove intersection "en/en" and label "in" (presumably "in/in") [2]. But the example states "ex/en", and not "in/in".
Please, can anyone explain to me why is this happening? How to arrive at "ex/en"? Does it really matter, where I start the labeling phase?
[1] https://github.com/erichlf/PolyClipping/blob/master/Paper/PolyClip.pdf
[2] They also say "the entry/exit flag is set to be equal to the previous node’s entry/exit flag" which by luck also happens to be "in/in" but it is not very clear how does the Table 2 relates to this rule.

It appears that this is a mistake in the paper. Labeling based on Table 1 would first give ex/ex and then based on table 2 would produce out/out. The case where we go in->on or even ex->on is more complicated than the explanation in the paper.
What appears to work would be if the intersection is in->on check the neighbor and if the neighbor is not in->on then label the current as the opposite of the neighbor. So in the case of I6 we would label it as ex/en. Now if we had a case where both the neighbor and current were in->on we would want to check the next point in the sequence, i.e. I2 and S2. If both points in the sequence are on then remove this intersection and label as (in,in). Otherwise the label should be en if this next point is in and ex if the next point is out.
The case where we go from out->on would be the opposite.
I hope this answers your question.

Related

Determine if Line Segment Between Polygon Vertices is "Inside" Polygon

I'm trying to find an efficient algorithm that can check if a line between two vertices in a simple (edit: simple concave) polygon contains points that lie outside the domain of the polygon. The closest question I could find is this one: https://stackoverflow.com/a/36378838/12135804
But I'm not sure the answer is quite right. It might be, in which case if someone could clarify that would be great.
The basic idea is illustrated in the below picture:
Where I would like the red line to fail and the green line to succeed. I know one can't naively test the midpoint as that wont work in every case, but finding any point on the line outside the polygon's domain should disqualify it.
I appreciate any and all help!
Edit: Forgot to include cross-post link to mathematics stack exchange:
https://math.stackexchange.com/q/4040059/892519
Let's assume that the topmost point is A and the others are named B, C ... counter-clockwise, so we know what we're talking about.
If you take the red segment B-D, the one point in between is on the left. If you take the green segment D-F, the one point in between is on the right. Now, a more interesting segment would be B-E, where C is on the left while D is on the right.
In order to determine left and right, use the vector product. The length depends on the sin function, so if you get a value less than zero it's one side and more than zero is the other side.
After a lot of googling, I finally found this answer to a stackoverflow question from ~12 years ago: https://stackoverflow.com/a/693877/12135804
Assuming the edges in the polygon follow a certain order, a simple ccw test can be created using a line's starting point (p), the next ccw point in the polygon from that starting point as an inflection point (q), and the endpoint of the line (r). For the red line BD, the test would check if B,C,D is ccw (it's not). For the green line DF, test if D,E,F is ccw (it is!). This would work even if the points are non-consecutive. However, this would fail when the order of the red-green lines is reversed. For instance, if the red line became DB, the test would check D,E,B, which would pass the ccw test.
I think a more robust solution is to search for the pair of two edges in the concave polygon that share the endpoints of the line to test. For both pairs, calculate the angle between the two edges to the x-axis. Calculate the angle of the line to the x-axis as well. If the line is within the polygon, the line's angle should lie between the max and min of the polygon edges' angles for both endpoints.
Whether to test the obtuse or acute range of angles depends on some factors, I think. The red line's angle at B w.r.t. to the x axis would be in the obtuse bound between AB and BC, and the same is true at point C. Visually, it's plain to see the acute bound is what needs to be used for the max/min test at both points. If the baseline to compute the bounds from can be chosen logically, then it can be done.
Of course, this doesn't work if the line crosses outside the polygon on the way between both endpoints, but this does handle the degenerate case for a normal line-polygon intersection test. Assuming it works in every degenerate case, that is.
I won't mark this an answer because I can't prove it.
Edit: Well, I came back to thinking about this again and decided to search for questions similar to the angular bounding I posed above, and found this: https://stackoverflow.com/a/17497339/12135804
This answer satisfies not knowing the orientation of the lines! However, it assumes the minimum bound between A and B should be tested. This doesn't work for concave vertices, when AxB is < 0. In this case, a line attached to the vertex shared by lines A and B will return true if it's pointing outside the polygon, and conversely false if it's inside. I think flipping the result based on the sign of AxB should be enough to account for this, though. (a hunch that is verified in this related answer: https://stackoverflow.com/a/43384516/12135804)

Connecting a set of points with horizontally aligned polylines without them crossing

I have a set of 2D points where all values are integers. No points are identical. I want to draw polylines/paths/whatever through all the points with a few restrictions:
1: A line should always move in the positive x-direction. p1.x < p2.x < ...
2: Lines may never cross each other.
3: All polylines needs to begin at x = 0 and end at x-max.
4: It should use as few polylines as possible (or a number defined by me).
I have attached an image of a sample set of points. And a hand made solution I drew with a pencil and ruler.
It's trivial to find a solution by hand, but I have no idea how to describe my process in logical terms. I don't need an optimal solution (whatever that means). It doesn't need to be fast.
Point set (Disregard colors)
Connected Points
My current solution is to step through the set along the x-axis and then try all viable combinations and choosing the one with the lowest total vertical movement. This works in some cases but not all. And it seems to over-complicate the problem.
My next idea is to do a brute force approach with backtracking when collisions occour. But that also seems a bit much.
For anyone wondering the points are actually notes on sheet music. The x-axis is time and the y-axis is pitch. The polylines represent the movement of robotic fingers playing a piano.
We will find a solution which uses the minimum number of robotic fingers (least number of polylines). The trick is to consider your input as a Partially ordered set (or poset). Each point in your input is an element of the poset, and with the relation (p1.x, p1.y) < (p2.x , p2.y) if and only if p1.x < p2.x. This basically means that two points which have the same x-coordinate are incomparable with each other.
For now, let us forget this constraint: "Lines may never cross each other". We'll get back to it at the end.
What you are looking for, is a partition of this poset into chains. This is done using Dilworth's Theorem. It should be clear that if there are 5 points with the same x-coordinate, then we need at least 5 different polylines. What Dilworth's says is that if there is no x-coordinate with more than 5 points on it, then we can get 5 polylines (chains) which cover all the points. And it also gives us a way to find these polylines, which I'm summarizing here:
You just create a bipartite graph G = (U,V,E) where U = V = Set of all input points and where (u,v) is an edge in G if u.x < v.x. Then find a maximum matching, M, in this graph, and consider the set of polylines formed by including u and v in the same polyline whenever there is an edge (u,v) in M.
The only issue now, is that some of these polylines could cross each other. We'll see how to fix that:
First, let us assume that there are only two polylines, L1 and L2. You find the first instance (minimum x-coordinate) of their crossing. Suppose the two line segments which cross each other are AB and CD:
We delete AB and CD and instead add AD and CB:
The polylines still cross each other, but their point of crossing has been delayed. So we can keep repeating this process until there is no crossing left. This takes at most n iterations. Thus we know how to 'untangle' two polylines.
[The edge case of B lying on the segment CD is also handled in the exact same way]
Now, suppose we have k different polylines which the maximum matching has given us: L1, L2, ..., Lk. WLOG, let us assume that at x = 0, L1's y-coordinate is lower than L2's y-coordinate, which is lower than L3's and so on.
Take L1 and find the first time that it crosses with any other polyline. At that crossing, applying the swapping operation as above. Keep repeating this, until L1 does not cross with any other polyline. Now, L1 is at the 'bottom', and doesn't cross with any other line. We now output L1 as one of the final polylines, and delete it from our algo. We then repeat the same process with L2, and after outputting it, delete it, and repeat with L3, and so on.

Finding Contiguous Areas of Bits in 2D Bit Array

The Problem
I have a bit array which represents a 2-dimensional "map" of "tiles". This image provides a graphical example of the bits in the bit array:
I need to determine how many contiguous "areas" of bits exist in the array. In the example above, there are two such contiguous "areas", as illustrated here:
Tiles must be located directly N, S, E or W of a tile to be considered "contiguous". Diagonally-touching tiles do not count.
What I've Got So Far
Because these bit arrays can become relatively large (several MB in size), I have intentionally avoided using any sort of recursion in my algorithm.
The pseudo-code is as follows:
LET S BE SOURCE DATA ARRAY
LET C BE ARRAY OF IDENTICAL LENGTH TO SOURCE DATA USED TO TRACK "CHECKED" BITS
FOREACH INDEX I IN S
IF C[I] THEN
CONTINUE
ELSE
SET C[I]
IF S[I] THEN
EXTRACT_AREA(S, C, I)
EXTRACT_AREA(S, C, I):
LET T BE TARGET DATA ARRAY FOR STORING BITS OF THE AREA WE'RE EXTRACTING
LET F BE STACK OF TILES TO SEARCH NEXT
PUSH I UNTO F
SET T[I]
WHILE F IS NOT EMPTY
LET X = POP FROM F
IF C[X] THEN
CONTINUE
ELSE
SET C[X]
IF S[X] THEN
PUSH TILE NORTH OF X TO F
PUSH TILE SOUTH OF X TO F
PUSH TILE WEST OF X TO F
PUSH TILE EAST OF X TO F
SET T[X]
RETURN T
What I Don't Like About My Solution
Just to run, it requires two times the memory of the bitmap array it's processing.
While extracting an "area", it uses three times the memory of the bitmap array.
Duplicates exist in the "tiles to check" stack - which seems ugly, but not worth avoiding the way I have things now.
What I'd Like To See
Better memory profile
Faster handling of large areas
Solution / Follow-Up
I re-wrote the solution to explore the edges only (per #hatchet 's suggestion).
This was very simple to implement - and eliminated the need to keep track of "visited tiles" completely.
Based on three simple rules, I can traverse the edges, track min/max x & y values, and complete when I've arrived at the start again.
Here's the demo with the three rules I used:
One approach would be a perimeter walk.
Given a starting point anywhere along the edge of the shape, remember that point.
Start the bounding box as just that point.
Walk the perimeter using a clockwise rule set - if the point used to get to the current point was above, then first look right, then down, then left to find the next point on the shape perimeter. This is kind of like the simple strategy of solving a maze where you continuously follow a wall and always bear to the right.
Each time you visit a new perimeter point, expand the bounding box if the new point is outside it (i.e. keep track of the min and max x and y.
Continue until the starting point is reached.
Cons: if the shape has lots of single pixel 'filaments', you'll be revisiting them as the walk comes back.
Pros: if the shape has large expanses of internal occupied space, you never have to visit them or record them like you would if you were recording visited pixels in a flood fill.
So, conserves space, but in some cases at the expense of time.
Edit
As is so often the case, this problem is known, named, and has multiple algorithmic solutions. The problem you described is called Minimum Bounding Rectangle. One way to solve this is using Contour Tracing. The method I described above is in that class, and is called Moore-Neighbor Tracing or Radial Sweep. The links I've included for them discuss them in detail and point out a problem I hadn't caught. Sometimes you'll revisit the start point before you have traversed the entire perimeter. If your start point is for instance somewhere along a single pixel 'filament', you will revisit it before you're done, and unless you consider this possibility, you'll stop prematurely. The website I linked to talks about ways to address this stopping problem. Other pages at that website also talk about two other algorithms: Square Tracing, and Theo Pavlidis's Algorithm. One thing to note is that these consider diagonals as contiguous, whereas you don't, but that should just something that can be handled with minor modifications to the basic algorithms.
An alternative approach to your problem is Connected-component labeling. For your needs though, this may be a more time expensive solution than you require.
Additional resource:
Moore Neighbor Contour Tracing Algorithm in C++
I actually got a question like this in an interview once.
You can pretend the array is a graph and the connected nodes are the adjacent ones. My algo would involves going 1 to the right until you find a marked node. When you find one do a breadth first search which runs in O(n) and avoids recursion. When the BFS returns keep searching from where you left off and if the node has already been marked by one of the previous BFS's you obviously don't need to search. I wasn't sure if you wanted to actually return the number of objects found, but it's easy to keep track by just incrementing a counter when you hit the first marked square.
Generally when you do a flood fill type algorithm you are placed in a spot and asked to fill. Since this is finding all the filled regions one way you would want to optimize it is to avoid rechecking the already marked nodes from previous BFS's, unfortunately at the moment I cannot think of a way to do that.
One hacky way to reduce memory consumption would be too store a short[][] instead of a boolean. Then use this scheme to avoid making a whole second 2d-array
unmarked = 0, marked = 1, checked and unmarked = 3, checked and marked = 3
This way you can check the status of an entry by its value and avoid making a second array.

Elegant "Left-of" test for Polyline

Given:
(X,Y) coordinate, which is the position of a vehicle.
Array of (X,Y)'s, which are vertices in a polyline. Note that the polyline consists of straight segments only, no arcs.
What I want:
To calculate whether the vehicle is to the left or to the right of the polyline (or on top, ofcourse).
My approach:
Iterate over all line-segments, and compute the distance to each segment. Then for the closest segment you do a simple left-of test (as explained here for instance).
Possible issues:
When three points form an angle smaller than 90 degrees (such as shown in the image blow), a more complicated scenario arises. When the vehicle is in the red segment as shown below, the closest segment can be either one of the two. However, the left-of test will yield right if the first segment is chosen as the closest segment, and left otherwise. We can easily see (at least, I hope), that the correct result should be that the vehicle is left of the polyline.
My question:
How can I elegantly, but mostly efficiently take care of this specific situation?
My fix so far:
Compute for both segments a point on that segment, starting from the vertex point.
Compute the distance from the vehicle to both of the points, using Euclidian distance
Keep the segment for which the computed point is the closest.
I am not very happy with this fix, because I feel like I am missing a far more elegant solution, my fix feels rather "hacky". Efficiency is key though, because it is used on a realtime embedded system.
Existing codebase is in C++, so if you want to write in a specific language, C++ has my preference.
Thanks!
[edit]
I changed my fix, from a perpendicular point to a parallel point, as I think it is easier to follow the line segment than compute the outward normal.
This topic has been inactive for so long that I believe it's dead. I have a solution though.
However, the left-of test will yield right if the first segment is
chosen as the closest segment, and left otherwise.
You've used slightly ambiguous language. I'm gonna use segments to speak of the line segments in the polyline and quadrants to speak of the areas delimited by them. So in your case, you'd have a red quadrant which seems to be on the right of one segment and on the left of the other.
If the left-of test yields different answers for different segments, you should redo the test on the segments themselves. In your case, you'd have:
The quadrant is on the RIGHT of the first segment
The quadrant is on the LEFT of the second segment
Both segments disagree on where the quadrant lies, so you do two further disambiguation tests:
The second segment is on the RIGHT of the first segment
The first segment is on the RIGHT of the second segment
This allows us to conclude that the second segment is in between the first segment and the quadrant—since each of those two lies on a different side of the second segment. Therefore, the second segment is "closer" to the quadrant than the first and it's answer to the left-right test should be used as the correct one.
(I'm almost sure you can do with only one of the two disambiguation tests, I've put both in for clarity)
For the sake of completeness: I believe this solution also accounts for your demands of efficiency and elegance, since it uses the same method you've been using from the start (the left-of test), so it meets all the conditions specified: it's elegant, it's efficient and it takes care of the problem.
Let infinity = M where M is big enough. You can consider that everything is in the square [-M,M]x[-M,M], split the square with your polyline and you have now two polygons. Then checking if the car is in a given polygon can be done very simply with angles.
I consider that your first point and your last point have M in there coordinates. You may need to add some of these points to have a polygon: (-M,-M), (M,-M), (M,M) and (-M,M).
Once you have a polygon for the left of the polyline, sum the angles OĈP where O is a fixed point, C is the car and P is a point of the polygon. If the sum is 0 then the car is outside of the polygon, else it is inside.
Just a quick idea: would it be possible to connect the last and first vertex of your polyline, so that it would become a polygon? You could then do a simple inside/outside check do determine whether the vehicle is left/right of the line (this ofcourse depends on the direction of the polygon).
However, this method does assume that the polygon is still not self-intersecting after connecting the last and first vertex.
This is a standard sort of problem from computational geometry. Since you're looking to test whether a point (x0, y0) is left-of a given surface (your polyline), you need to identify which segment to test against by its height. One easy way to do this would be to build a tree of the lower point of each segment, and search in that for the test point's predecessor. Once you have that segment, you can do your left-of test directly: if it's left of both endpoints, or between them on the appropriate side, then you return true.
I am assuming here that you guarantee that the vertical extent of your polyline is greater than where you might find your query point, and that the line doesn't overlap itself vertically. The latter assumption might be quite poor.
Expansion in response to OP's comment:
Note that the angle example in the question contradicts the first assumption - the polyline does not reach the height of the search point.
One way to conceptualize my method is by sorting your segments vertically, and then iterating through them comparing your point's y-coordinate against the segments until your point is above the lower endpoint and below the higher endpoint. Then, use the endpoints of the segment to figure out the x-intercept at the given y. If the point has a lower x-cooordinate, it's to the left, and if it has a greater x-coordinate, it's to the right.
There are two ways to improve on this explanation in a real implementation, one of which I mentioned about:
Use a balanced search tree to find the right segment instead of iterating through a sorted list, to bring the time from O(n) to O(log n)
Reconceptualize the search as finding the intersection of the polyline and the horizontal line y = y0 through the search point. Then just compare the x value of the intersection against the search point.

Algorithm for labeling edges of a triangular mesh

Introduction
As part of a larger program (related to rendering of volumetric graphics), I have a small but tricky subproblem where an arbitrary (but finite) triangular 2D mesh needs to be labeled in a specific way. Already a while ago I wrote a solution (see below) which was good enough for the test meshes I had at the time, even though I realized that the approach will probably not work very well for every possible mesh that one could think of. Now I have finally encountered a mesh for which the present solution does not perform that well at all -- and it looks like I should come up with a totally different kind of an approach. Unfortunately, it seems that I am not really able to reset my lines of thinking, which is why I thought I'd ask here.
The problem
Consider the picture below. (The colors are not part of the problem; I just added them to improve (?) the visualization. Also the varying edge width is a totally irrelevant artifact.)
For every triangle (e.g., the orange ABC and the green ABD), each of the three edges needs to be given one of two labels, say "0" or "1". There are just two requirements:
Not all the edges of a triangle can have the same label. In other words, for every triangle there must be two "0"s and one "1", or two "1"s and one "0".
If an edge is shared by two triangles, it must have the same label for both. In other words, if the edge AB in the picture is labeled "0" for the triangle ABC, it must be labeled "0" for ABD, too.
The mesh is a genuine 2D one, and it is finite: i.e., it does not wrap, and it has a well-defined outer border. Obviously, on the border it is quite easy to satisfy the requirements -- but it gets more difficult inside.
Intuitively, it looks like at least one solution should always exist, even though I cannot prove it. (Usually there are several -- any one of them is enough.)
Current solution
My current solution is a really brute-force one (provided here just for completeness -- feel free to skip this section):
Maintain four sets of triangles -- one for each possible count (0..3) of edges remaining to be labeled. In the beginning, every triangle is in the set where three edges remain to be labeled.
For as long as there are triangles with non-labeled edges:Find the smallest non-zero number of unallocated edges for which there are still triangles left. In other words: at any given time, we try to minimize the number of triangles for which the labeling has been partially completed. The number of edges remaining will be anything between 1 and 3. Then, just pick one such triangle with this specific number of edges remaining to be allocated. For this triangle, do the following:
See if the labeling of any remaining edge is already imposed by the labeling of some other triangle. If so, assign the labels as implied by requirement #2 above.
If this results in a dead end (i.e., requirement #1 can no more be satisfied for the present triangle), then start over the whole process from the very beginning.
Allocate any remaining edges as follows:
If no edges have been labeled so far, assign the first one randomly.
When one edge already allocated, assign the second one so that it will have the opposite label.
When two edges allocated: if they have the same label, assign the third one to have the opposite label (obviously); if the two have different labels, assign the third one randomly.
Update the sets of triangles for the different counts of unallocated edges.
If we ever get here, then we have a solution -- hooray!
Usually this approach finds a solution within just a couple of iterations, but recently I encountered a mesh for which the algorithm tends to terminate only after one or two thousands of retries... Which obviously suggests that there may be meshes for which it never terminates.
Now, I would love to have a deterministic algorithm that is guaranteed to always find a solution. Computational complexity is not that big an issue, because the meshes are not very large and the labeling basically only has to be done when a new mesh is loaded, which does not happen all the time -- so an algorithm with (for example) exponential complexity ought to be fine, as long as it works. (But of course: the more efficient, the better.)
Thank you for reading this far. Now, any help would be greatly appreciated!
Edit: Results based on suggested solutions
Unfortunately, I cannot get the approach suggested by Dialecticus to work. Maybe I did not get it right... Anyway, consider the following mesh, with the start point indicated by a green dot:
Let's zoom in a little bit...
Now, let's start the algorithm. After the first step, the labeling looks like this (red = "starred paths", blue = "ringed paths"):
So far so good. After the second step:
And the third:
... fourth:
But now we have a problem! Let's do one more round - but please pay attention on the triangle plotted in magenta:
According to my current implementation, all the edges of the magenta triangle are on a ring path, so they should be blue -- which effectively makes this a counterexample. Now maybe I got it wrong somehow... But in any case the two edges that are nearest to the start node obviously cannot be red; and if the third one is labeled red, then it seems that the solution does not really fit the idea anymore.
Btw, here is the data used. Each row represents one edge, and the columns are to be interpreted as follows:
Index of first node
Index of second node
x coordinate of first node
y coordinate of first node
x coordinate of second node
y coordinate of second node
The start node is the one having index 1.
I guess that next I should try the method suggested by Rafał Dowgird... But perhaps I ought to do something completely different for a while :)
If you order the triangles so that for every triangle at most 2 of its neighbors precede it in the order, then you are set: just color them in this order. The condition guarantees that for each triangle being colored you will always have at least one uncolored edge whose color you can choose so that the condition is satisfied.
Such an order exists and can be constructed the following way:
Sort all of the vertices left-to-right, breaking ties by top-to-bottom order.
Sort the triangles by their last vertex in this order.
When several triangles share the same last vertex, break ties by sorting them clockwise.
Given any node in the mesh the mesh can be viewed as set of concentric rings around this node (like spider's web). Give all edges that are not in the ring (starred paths) a value of 0, and give all edges that are in the ring (ringed paths) a value of 1. I can't prove it, but I'm certain you will get the correct labeling. Every triangle will have exactly one edge that is part of some ring.

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