Algorithm to dins minimal number of rectangles - algorithm

I have a rectangular area R in the coordinate system and a set of points P lying inside R. All sides are parallel to the axes and all points are integers. I want to divide R into smaller rectangles in such a way that
(a) the sides of the rectangles either stick to the sides of R or include at least one point from P and
(b) within each rectangle there is exactly one point from P
I have to find the smallest amount of rectangles which would cover all points from P. An example is drawn here: http://i5.minus.com/jC5LnVhjk6soT.png The purple line would indicate an incorrect division because the upper rectangle does not include a point from P. The blue line, however, is quite alright, because both rectangles have a point from P within, so the correct output would be: 2, because this is the minimum amount of rectangles.
Does anyone have an idea of an algorithm/method to find the smallest number?

According to your specifications, I end up with this recursive algorithm : (pseudocode~ruby implementation)
def resolve R, P
if P.empty?
return nil
elsif P.size == 1
return 1
end
results = []
P.each do |p|
rect1, rect2 = split_vertical(R, P, p)
s1 = split_resolve(rect1, rect2)
rect1, rect2 = split_horizontal(R, P, p)
s2 = split_resolve(rect1, rect2)
results.push [s1, s2].min
end
return results.min
end
def split_resolve rect1, rect2
sum1 = resolve(rect1.R, rect1.P)
sum2 = resolve(rect2.R, rect2.P)
if !sum1.nil? and !sum2.nil?
return sum1 + sum2
else
return nil
end
end
Functions split_vertical and split_horizontal split the area R with a vertical and an horizontal line passing through the point p.
You can also optimize this algorithm using dynamic programming. You can store the results of sub-rectangles without computing it an other time. This happend when severals points stands on the same line.
ps : Don't copy the raw source code, you may have some problems with the nil idiom. It's just a pseudocode example for the whole process.

Related

Parallel loops and image processing in matlab

I am going to implement a salient object detection method based on a simple linear feedback control system (LFCS). The control system model is represented as in the following equation:
I've come up with the following program codes but the result would not be what should be. Specifically, the output should be something like the following image:
But the code produces this output:
The codes are as follows.
%Calculation of euclidian distance between adjacent superpixels stores in variable of Euc
A = imread('aa.jpg');
[rows, columns, cnumberOfColorChannels] = size(A);
[L,N] = superpixels(A,400);
%% Determination of adjacent superpixels
glcms = graycomatrix(L,'NumLevels',N,'GrayLimits',[1,N],'Offset',[0,1;1,0]); %Create gray-level co-occurrence matrix from image
glcms = sum(glcms,3); % add together the two matrices
glcms = glcms + glcms.'; % add upper and lower triangles together, make it symmetric
glcms(1:N+1:end) = 0; % set the diagonal to zero, we don't want to see "1 is neighbor of 1"
idx = label2idx(L); % Convert label matrix to cell array of linear indices
numRows = size(A,1);
numCols = size(A,2);
%%Mean color in Lab color space for each channel
data = zeros(N,3);
for labelVal = 1:N
redIdx = idx{labelVal};
greenIdx = idx{labelVal}+numRows*numCols;
blueIdx = idx{labelVal}+2*numRows*numCols;
data(labelVal,1) = mean(A(redIdx));
data(labelVal,2) = mean(A(greenIdx));
data(labelVal,3) = mean(A(blueIdx));
end
Euc=zeros(N);
%%Calculation of euclidian distance between adjacent superpixels stores in Euc
for a=1:N
for b=1:N
if glcms(a,b)~=0
Euc(a,b)=sqrt(((data(a,1)-data(b,1))^2)+((data(a,2)-data(b,2))^2)+((data(a,3)-data(b,3))^2));
end
end
end
%%Creation of Connectivity matrix "W" between adjacent superpixels
W=zeros(N);
W_num=zeros(N);
W_den=zeros(N);
OMG1=0.1;
for c=1:N
for d=1:N
if(Euc(c,d)~=0)
W_num(c,d)=exp(-OMG1*(Euc(c,d)));
W_den(c,c)=W_num(c,d)+W_den(c,c); %
end
end
end
%Connectivity matrix W between adjacent superpixels
for e=1:N
for f=1:N
if(Euc(e,f)~=0)
W(e,f)=(W_num(e,f))/(W_den(e,e));
end
end
end
%%calculation of geodesic distance between nonadjacent superpixels stores in variable "s_star_temp"
s_star_temp=zeros(N); %temporary variable for geodesic distance measurement
W_sparse=zeros(N);
W_sparse=sparse(W);
for g=1:N
for h=1:N
if W(g,h)==0 & g~=h;
s_star_temp(g,h)=graphshortestpath(W_sparse,g,h,'directed',false);
end
end
end
%%Calculation of connectivity matrix for nonadjacent superpixels stores in "S_star" variable"
S_star=zeros(N);
OMG2=8;
for i=1:N
for j=1:N
if s_star_temp(i,j)~=0
S_star(i,j)=exp(-OMG2*s_star_temp(i,j));
end
end
end
%%Calculation of connectivity matrix "S" for measuring connectivity between all superpixels
S=zeros(N);
S=S_star+W;
%% Defining non-isolation level for connectivity matrix "W"
g_star=zeros(N);
for k=1:N
g_star(k,k)=max(W(k,:));
end
%%Limiting the range of g_star and calculation of isolation cue matrix "G"
alpha1=0.15;
alpha2=0.85;
G=zeros(N);
for l=1:N
G(l,l)=alpha1*(g_star(l,l)- min(g_star(:)))/(max(g_star(:))- min(g_star(:)))+(alpha2 - alpha1);
end
%%Determining the supperpixels that surrounding the image boundary
lr = L([1,end],:);
tb = L(:,[1,end]);
labels = unique([lr(:);tb(:)]);
%% Calculation of background likelihood for each superpixels stores in"BgLike"
sum_temp=0;
temp=zeros(1,N);
BgLike=zeros(N,1);
BgLike_num=zeros(N);
BgLike_den=zeros(N);
for m=1:N
for n=1:N
if ismember(n,labels)==1
BgLike_num(m,m)=S(m,n)+ BgLike_num(m,m);
end
end
end
for o=1:N
for p=1:N
for q=1:N
if W(p,q)~=0
temp(q)=S(o,p)-S(o,q);
end
end
sum_temp=max(temp)+sum_temp;
temp=0;
end
BgLike_den(o,o)=sum_temp;
sum_temp=0;
end
for r=1:N
BgLike(r,1)= BgLike_num(r,r)/BgLike_den(r,r);
end
%%%%Calculation of Foreground likelihood for each superpixels stores in "FgLike"
FgLike=zeros(N,1);
for s=1:N
for t=1:N
FgLike(s,1)=(exp(-BgLike(t,1))) * Euc(s,t)+ FgLike(s,1);
end
end
The above codes are prerequisite for the following sections (in fact, they produce necessary data and matrices for the next section. The aforementioned codes provided to make the whole process reproducible).
Specifically, I think that this section did not give the desired results. I'm afraid I did not properly simulate the parallelism using for loops. Moreover, the terminating conditions (employed with for and if statements to simulate do-while loop) are never satisfied and the loops continue until the last iteration (instead terminating when a specified condition occurs). A major concern here is that if the terminating conditions are properly implemented.
The pseudo algorithm for the following code is as the image below:
%%parallel operations for background and foreground implemented here
T0 = 0 ;
Tf = 20 ;
Ts = 0.1 ;
Ti = T0:Ts:Tf ;
Nt=numel(Ti);
Y_Bg=zeros(N,Nt);
Y_Fg=zeros(N,Nt);
P_Back_Bg=zeros(N,N);
P_Back_Fg=zeros(N,N);
u_Bg=zeros(N,Nt);
u_Fg=zeros(N,Nt);
u_Bg_Star=zeros(N,Nt);
u_Fg_Star=zeros(N,Nt);
u_Bg_Normalized=zeros(N,Nt);
u_Fg_Normalized=zeros(N,Nt);
tau=0.1;
sigma_Bg=zeros(Nt,N);
Temp_Bg=0;
Temp_Fg=0;
C_Bg=zeros(Nt,N);
C_Fg=zeros(Nt,N);
%%System Initialization
for u=1:N
u_Bg(u,1)=(BgLike(u,1)- min(BgLike(:)))/(max(BgLike(:))- min(BgLike(:)));
u_Fg(u,1)=(FgLike(u,1)- min(FgLike(:)))/(max(FgLike(:))- min(FgLike(:)));
end
%% P_state and P_input
P_state=G*W;
P_input=eye(N)-G;
% State Initialization
X_Bg=zeros(N,Nt);
X_Fg=zeros(N,Nt);
for v=1:20 % v starts from 1 because we have no matrices with 0th column number
%The first column of X_Bg and X_Fg is 0 for system initialization
X_Bg(:,v+1)=P_state*X_Bg(:,v) + P_input*u_Bg(:,v);
X_Fg(:,v+1)=P_state*X_Fg(:,v) + P_input*u_Fg(:,v);
v=v+1;
if v==2
C_Bg(1,:)=1;
C_Fg(1,:)=1;
else
for w=1:N
for x=1:N
Temp_Fg=S(w,x)*X_Fg(x,v-1)+Temp_Fg;
Temp_Bg=S(w,x)*X_Bg(x,v-1)+Temp_Bg;
end
C_Fg(v-1,w)=inv(X_Fg(w,v-1)+((Temp_Bg)/(Temp_Fg)*(1-X_Fg(w,v-1))));
C_Bg(v-1,w)=inv(X_Bg(w,v-1)+((Temp_Fg)/(Temp_Bg))*(1-X_Bg(w,v-1)));
Temp_Bg=0;
Temp_Fg=0;
end
end
P_Bg=diag(C_Bg(v-1,:));
P_Fg=diag(C_Fg(v-1,:));
Y_Bg(:,v)= P_Bg*X_Bg(:,v);
Y_Fg(:,v)= P_Fg*X_Fg(:,v);
for y=1:N
Temp_sig_Bg=0;
Temp_sig_Fg=0;
for z=1:N
Temp_sig_Bg = Temp_sig_Bg +S(y,z)*abs(Y_Bg(y,v)- Y_Bg(z,v));
Temp_sig_Fg = Temp_sig_Fg +S(y,z)*abs(Y_Fg(y,v)- Y_Fg(z,v));
end
if Y_Bg(y,v)>= Y_Bg(y,v-1)
sign_Bg=1;
else
sign_Bg=-1;
end
if Y_Fg(y,v)>= Y_Fg(y,v-1)
sign_Fg=1;
else
sign_Fg=-1;
end
sigma_Bg(v-1,y)=sign_Bg*Temp_sig_Bg;
sigma_Fg(v-1,y)=sign_Fg*Temp_sig_Fg;
end
%Calculation of P_Back for background and foreground
P_Back_Bg=tau*diag(sigma_Bg(v-1,:));
P_Back_Fg=tau*diag(sigma_Fg(v-1,:));
u_Bg_Star(:,v)=u_Bg(:,v-1)+P_Back_Bg*Y_Bg(:,v);
u_Fg_Star(:,v)=u_Fg(:,v-1)+P_Back_Fg*Y_Fg(:,v);
for aa=1:N %Normalization of u_Bg and u_Fg
u_Bg(aa,v)=(u_Bg_Star(aa,v)- min(u_Bg_Star(:,v)))/(max(u_Bg_Star(:,v))-min(u_Bg_Star(:,v)));
u_Fg(aa,v)=(u_Fg_Star(aa,v)- min(u_Fg_Star(:,v)))/(max(u_Fg_Star(:,v))-min(u_Fg_Star(:,v)));
end
if (max(abs(Y_Fg(:,v)-Y_Fg(:,v-1)))<=0.0118) &&(max(abs(Y_Bg(:,v)-Y_Bg(:,v-1)))<=0.0118) %% epsilon= 0.0118
break;
end
end
Finally, the saliency map will be generated by using the following codes.
K=4;
T=0.4;
phi_1=(2-(1-T)^(K-1))/((1-T)^(K-2));
phi_2=(1-T)^(K-1);
phi_3=1-phi_1;
for bb=1:N
Y_Output_Preliminary(bb,1)=Y_Fg(bb,v)/((Y_Fg(bb,v)+Y_Bg(bb,v)));
end
for hh=1:N
Y_Output(hh,1)=(phi_1*(T^K))/(phi_2*(1-Y_Output_Preliminary(hh,1))^K+(T^K))+phi_3;
end
V_rs=zeros(N);
V_Final=zeros(rows,columns);
for cc=1:rows
for dd=1:columns
V_rs(cc,dd)=Y_Output(L(cc,dd),1);
end
end
maxDist = 10; % Maximum chessboard distance from image
wSF=zeros(rows,columns);
wSB=zeros(rows,columns);
% Get the range of x and y indices who's chessboard distance from pixel (0,0) are less than 'maxDist'
xRange = (-(maxDist-1)):(maxDist-1);
yRange = (-(maxDist-1)):(maxDist-1);
% Create a mesgrid to get the pairs of (x,y) of the pixels
[pointsX, pointsY] = meshgrid(xRange, yRange);
pointsX = pointsX(:);
pointsY = pointsY(:);
% Remove pixel (0,0)
pixIndToRemove = (pointsX == 0 & pointsY == 0);
pointsX(pixIndToRemove) = [];
pointsY(pixIndToRemove) = [];
for ee=1:rows
for ff=1:columns
% Get a shifted copy of 'pointsX' and 'pointsY' that is centered
% around (x, y)
pointsX1 = pointsX + ee;
pointsY1 = pointsY + ff;
% Remove the the pixels that are out of the image bounds
inBounds =...
pointsX1 >= 1 & pointsX1 <= rows &...
pointsY1 >= 1 & pointsY1 <= columns;
pointsX1 = pointsX1(inBounds);
pointsY1 = pointsY1(inBounds);
% Do stuff with 'pointsX1' and 'pointsY1'
wSF_temp=0;
wSB_temp=0;
for gg=1:size(pointsX1)
Temp=exp(-OMG1*(sqrt(double(A(pointsX1(gg),pointsY1(gg),1))-double(A(ee,ff,1)))^2+(double(A(pointsX1(gg),pointsY1(gg),2))-double(A(ee,ff,2)))^2 + (double(A(pointsX1(gg),pointsY1(gg),3))-double(A(ee,ff,3)))^2));
wSF_temp=wSF_temp+(Temp*V_rs(pointsX1(gg),pointsY1(gg)));
wSB_temp=wSB_temp+(Temp*(1-V_rs(pointsX1(gg),pointsY1(gg))));
end
wSF(ee,ff)= wSF_temp;
wSB(ee,ff)= wSB_temp;
V_Final(ee,ff)=V_rs(ee,ff)/(V_rs(ee,ff)+(wSB(ee,ff)/wSF(ee,ff))*(1-V_rs(ee,ff)));
end
end
imshow(V_Final,[]); %%Saliency map of the image
Part of your terminating criterion is this:
max(abs(Y_a(:,t)-Y_a(:,t-1)))<=eps
Say Y_a tends to 2. You are really close... In fact, the closest you can get without subsequent values being identical is Y_a(t)-Y_a(t-1) == 4.4409e-16. If the two values were any closer, their difference would be 0, because this is the precision with which floating-point values can be represented. So you have reached this fantastic level of closeness to your goal. Subsequent iterations are changing the target value by the smallest possible amount, 4.4409e-16. But your test is returning false! Why? Because eps == 2.2204e-16!
eps is short-hand for eps(1), the difference between 1 and the next representable larger value. Because how floating-point values are represented, this difference is half the difference between 2 and the next representable larger value (which is given by eps(2).
However, if Y_a tends to 1e-16, subsequent iterations could double or halve the value of Y_a and you'd still meet the stopping criterion!
Thus, what you need is to come up with a reasonable stopping criterion that is a fraction of the target value, something like this:
max(abs(Y_a(:,t)-Y_a(:,t-1))) <= 1e6 * eps(max(abs(Y_a(:,t))))
Unsolicited advice
You should really look into vectorized operations in MATLAB. For example,
for y=1:N
Temp_sig_a=0;
for z=1:N
Temp_sig_a = Temp_sig_a + abs(Y_a(y,t)- Y_a(z,t));
end
sigma_a(t-1,y)= Temp_sig_a;
end
can be written as
for y=1:N
sigma_a(t-1,y) = sum(abs(Y_a(y,t) - Y_a(:,t)));
end
which in turn can be written as
sigma_a(t-1,:) = sum(abs(Y_a(:,t).' - Y_a(:,t)));
Avoiding loops is not only usually more efficient, but it also leads to shorter code that is easier to read.
Also, this:
P_FB_a = diag(sigma_a(t-1,:));
u_a(:,t) = u_a(:,t-1) + P_FB_a * Y_a(:,t);
is the same as
u_a(:,t) = u_a(:,t-1) + sigma_a(t-1,:).' .* Y_a(:,t);
but of course creating a diagonal matrix and doing a matrix multiplication with so many zeros is much more expensive than directly computing an element-wise multiplication.

Searching a 3D array for closest point satisfying a certain predicate

I'm looking for an enumeration algorithm to search through a 3D array "sphering" around a given starting point.
Given an array a of size NxNxN where each N is 2^k for some k, and a point p in that array. The algorithm I'm looking for should do the following: If a[p] satisfies a certain predicate, the algorithm stops and p is returned. Otherwise the next point q is checked, where q is another point in the array that is the closest to p and hasn't been visited yet. If that doesn't match either, the next q'is checked an so on until in the worst case the whole array has been searched.
By "closest" here the perfect solution would be the point q that has the smallest Euclidean distance to p. As only discrete points have to be considered, perhaps some clever enumeration algorithm woukd make that possible. However, if this gets too complicated, the smallest Manhattan distance would be fine too. If there are several nearest points, it doesn't matter which one should be considered next.
Is there already an algorithm that can be used for this task?
You can search for increasing squared distances, so you won't miss a point. This python code should make it clear:
import math
import itertools
# Calculates all points at a certain distance.
# Coordinate constraint: z <= y <= x
def get_points_at_squared_euclidean_distance(d):
result = []
x = int(math.floor(math.sqrt(d)))
while 0 <= x:
y = x
while 0 <= y:
target = d - x*x - y*y
lower = 0
upper = y + 1
while lower < upper:
middle = (lower + upper) / 2
current = middle * middle
if current == target:
result.append((x, y, middle))
break
if current < target:
lower = middle + 1
else:
upper = middle
y -= 1
x -= 1
return result
# Creates all possible reflections of a point
def get_point_reflections(point):
result = set()
for p in itertools.permutations(point):
for n in range(8):
result.add((
p[0] * (1 if n % 8 < 4 else -1),
p[1] * (1 if n % 4 < 2 else -1),
p[2] * (1 if n % 2 < 1 else -1),
))
return sorted(result)
# Enumerates all points around a center, in increasing distance
def get_next_point_near(center):
d = 0
points_at_d = []
while True:
while not points_at_d:
d += 1
points_at_d = get_points_at_squared_euclidean_distance(d)
point = points_at_d.pop()
for reflection in get_point_reflections(point):
yield (
center[0] + reflection[0],
center[1] + reflection[1],
center[2] + reflection[2],
)
# The function you asked for
def get_nearest_point(center, predicate):
for point in get_next_point_near(center):
if predicate(point):
return point
# Example usage
print get_nearest_point((1,2,3), lambda p: sum(p) == 10)
Basically you consume points from the generator until one of them fulfills your predicate.
This is pseudocode for a simple algorithm that will search in increasing-radius spherical husks until it either finds a point or it runs out of array. Let us assume that condition returns either true or false and has access to the x, y, z coordinates being tested and the array itself, returning false (instead of exploding) for out-of-bounds coordinates:
def find_from_center(center, max_radius, condition) returns a point
let radius = 0
while radius < max_radius,
let point = find_in_spherical_husk(center, radius, condition)
if (point != null) return point
radius ++
return null
the hard part is inside find_in_spherical_husk. We are interested in checking out points such that
dist(center, p) >= radius AND dist(center, p) < radius+1
which will be our operating definition of husk. We could iterate over the whole 3D array in O(n^3) looking for those, but that would be really expensive in terms of time. A better pseudocode is the following:
def find_in_spherical_husk(center, radius, condition)
let z = center.z - radius // current slice height
let r = 0 // current circle radius; maxes at equator, then decreases
while z <= center + radius,
let z_center = (z, center.x, point.y)
let point = find_in_z_circle(z_center, r)
if (point != null) return point
// prepare for next z-sliced cirle
z ++
r = sqrt(radius*radius - (z-center.z)*(z-center.z))
the idea here is to slice each husk into circles along the z-axis (any axis will do), and then look at each slice separately. If you were looking at the earth, and the poles were the z axis, you would be slicing from north to south. Finally, you would implement find_in_z_circle(z_center, r, condition) to look at the circumference of each of those circles. You can avoid some math there by using the Bresenham circle-drawing algorithm; but I assume that the savings are negligible compared with the cost of checking condition.

Calculating normal to line towards given side

Given is a line (segment), defined by two vectors start(x,y) and end(x,y). I also have a point p(x,y), which is on either of the two areas separated by the line (i.e. it is not exactly on the line).
How can I calculate the normal to the line that is facing towards the side in which p is?
Let:
A = (a,b) and B = (c,d) define the line segment
P = (p,q) be the other point.
Define:
dot( (p,q), (r,s) ) == p*r + q*s
Then the vector:
v = ( c-a, d-b)
defines the direction along the line segment. Its perpendicular is:
u = (d-b, (-(c-a)) = (d-b,a-c)
This can be seen by taking the dot product with v. To get the normal from the perpendicular, just divide by its length:
n = u /|u|, |u| = sqrt( dot(u,u))
We now just need to know where P lies relative to the normal. If we take:
dir = dot( (P-A), n) )
Then dir > 0 means n is in the same direction as P, whilst dir < 0 means it is in the opposite direction. Should dir == 0, then P is in fact on the extended line (not necessarily the line segment itself).
First, determine which side of the line the point lies on, by taking the cross product of end-start and p-end:
z = (xend-xstart)(yp-yend) - (yend-ystart)(xp-xend)
If z>0, then the point is to the left of the line (as seen by a person standing at start and facing end). If z<0, then the point is to the right of the line.
Second, normalize the line segment:
S = end - start
k = S/|S|
Finally, if the point is to the left of the line, rotate k to the left:
(xk, yk) => (-yk, xk)
or if the point is to the right of the line, rotate k to the right:
(xk, yk) => (yk, -xk)
My math skills are a bit rusty, so I can't give you the exact calculations, but what you do is this (assuming 2D from your description):
First you calculate a normal n.
Then you calculate P' which is the perpendicular projection of your point P onto your line.
Basically, what you do is, you "create" another line and use your vector n from step 1 as the direction (y = p + x * n where y,p and n are vectors, p is actually your p(x,y) and x is a real number), then you intersect this line with the first one and the point where they intersect is P'.
Seeing you're from Austria, everyone else please forgive me for using one German word, I really don't know the English translation and couldn't find any. P' = Lotfußpunkt
Calculate P - P'. If it has the same sign as n in both components, n is the normal you're searching for. If it has the opposite sign, -n is the one you're searching for.
I hope the idea is clear even though I don't know all the technical terms in English.
For
start = (a,b)
end = (c,d)
p = (x,y)
Slope(startend) = (d - b) / (c - a)
Slope(norm) = -(c - a) / (d - b)
Norm line must include p = (x,y), so
ynorm = -((c - a) / (d - b)) * xnorm + (y + ((c - a) / (d - b)) * x)
y = mx + c
is the normal line equation where m is the slope and c is any constant.
You have start and end. Lets call them (x1,y1) and (x2,y2) and the line joining them L1.
The slope of this line, m1, is (y2-y1)/(x2-x1). This line is perpendicular to the line you need which we can call L2 with slope m2. The product of slopes of 2 mutuallu perpendicular lines is -1. Hence,
m1*m2=-1.
Hence you can calculate m2. Now, you need to find the equation of the line L2. You have 1 point in the line P (x,y). You can substitute in this manner:
y=m2*x+c.
This will give you c. Once you have the line equation, you can convert it to parametric form as shown below:
http://thejuniverse.org/PUBLIC/LinearAlgebra/LOLA/lines/index.html
The equation of the line is given as
A = start.y-end.y
B = end.x-start.x
C = start.x*end.y-start.y*end.x
A*x + B*y + C = 0
The minimum distance d to the line of a point p=(px,py) is
d = (A*px+B*py+C)/sqrt(A^2+B^2)
If the value is positive then the point is at a counter clockwise rotation from the vector (start->end). If negative then it is in clockwise rotation. So if (start->end) is pointing up, then a positive distance is to the left of the line.
Example
start = (8.04, -0.18)
end = (6.58, 1.72)
P = (2.82, 0.66)
A = (-0.18)-(1.72) = -1.9
B = (6.58)-(8.04) = -1.46
C = (8.04)*(1.72)-(-0.18)*(6.58) = 15.01
d = (A*(2.82)+B*(0.66)+C)/√(A^2+B^2) = 3.63
The calculation for d shows the identical value as the length of vector (near->P) in the sketch.
N = (Ey - Sy, Sx - Ex) is perpendicular to the line (it is SE rotated by 90°, not normalized).
Then compute the sign of the dot product
N . SP = (Ey - Sy)(Px - Sx) + (Sx - Ex)(Py - Sy),
it will tell you on what side the normal is pointing.

Reduce Close Points

input: C matrix 2xN (2D points)
output: C matrix 2xM (2D points) with equal or less points.
Lets say we have C matrix 2xN that contains several 2D points, and it looks something like that:
What we want is to group "close" points to one point, measured by the average of the other points.
For example, in the second image, every group of blue circle will be one point, the point coordinate will be the average point off all points in the blue circle.
also by saying "close", I mean that: their distance one to each other will be smaller then DELTA (known scalar). So wanted output is:
About running time of the algorithm, I don't have upper-limit request but I call that method several times...
What i have tried:
function C = ReduceClosePoints(C ,l_boundry)
x_size = abs(l_boundry(1,1)-l_boundry(1,2)); %220
DELTA = x_size/10;
T = [];
for i=1:size(C,2)
sum = C(:,i);
n=1;
for j=1:size(C,2)
if i~=j %not in same point
D = DistancePointToPoint(C(:,i),C(:,j));
if D < DELTA
sum = sum + C(:,j);
n=n+1;
end
end
end
sum = sum./n; %new point -> save in T matrix
T = [T sum];
end
C = T;
end
I am using Matlab.
Thank you
The simplest way to remove the duplicates from the output is in the final step, by replacing:
C = T;
with:
C = unique(T', 'rows')';
Note that unique() in matrix context only works row-wise, so we have to transpose twice.
I forgot to remove points that i have tested before.
If that code will be useful to someone use that code:
function C = ReduceClosePoints(C ,l_boundry)
x_size = abs(boundry(1,1)-boundry(1,2)); %220 / 190
DELTA = x_size/10;
i=1;
while i~=size(C,2)+1
sum = C(:,i);
n=1;
j=i;
while j~=size(C,2)+1
if i~=j %not same point
D = DistancePointToPoint(C(:,i),C(:,j));
if D < DELTA
sum = sum + C(:,j);
n=n+1;
C(:,j) = [];
j=j-1;
end
end
j=j+1;
end
C(:,i) = sum./n; %change to new point
i=i+1;
end
end

Bentley-Ottmann Algorithm in Lua

I'm implementing the Bentley-Ottmann Algorithm in Lua for finding intersecting points in a polygon using the pseudo code located here.
I'm relatively new to implementing algorithms so I couldn't understand all parts of it. Here's my code so far:
local function getPolygonIntersectingVertices( poly )
-- initializing and sorting X
local X = {}
for i = 1, table.getn( poly ) do
if i == 1 then
table.insert( X, { x = poly[i].x, y = poly[i].y, endpoint = 'left' } )
elseif i == table.getn( poly ) then
table.insert( X, { x = poly[i].x, y = poly[i].y, endpoint = 'right' } )
else
table.insert( X, { x = poly[i].x, y = poly[i].y, endpoint = 'right' })
table.insert( X, { x = poly[i].x, y = poly[i].y, endpoint = 'left' })
end
end
local sortxy = function( a, b )
if a.x < b.x then return true
elseif a.x > b.x then return false
elseif a.y <= b.y then return true
else return false end
end
table.sort( X, sortxy )
-- Main loop
local SL = {}
local L = {}
local E
local i = 1
while next(X) ~= nil do
E = { x = X[i].x, y = X[i].y, endpoint = X[i].endpoint }
if E.endpoint == 'left' then
-- left endpoint code here
elseif E.endpoint == 'right' then
-- right endpoint code here
else
end
table.remove( X, i )
end
return L
end
My polygon is a table using this structure: { { x = 1, y = 3 }, { x = 5, y = 6 }, ... }
How do I determine "the segment above segE in SL;" and "the segment below segE in SL;" and what to do if the sweep line (SL) is empty? Also when inserting I into X, should I mark it with endpoint = 'intersect' and append it to the end so when the loop comes to this part goes into the "else" statement of the main loop or I've got the whole algorithm wrong?
It would be perfect in someone can show me a link with a simple implementation in Python, Ruby, etc. as I find it hard to follow the pseudo code and match it with the C++ example.
Your reference link fails from my location. I will reference the Wikipedia article, which is reasonably good.
How do I determine "the segment above segE in SL;" and "the segment below segE in SL;"
The algorithm requires a BST for current scan line intersections sorted on a key of y, i.e. in order vertically. So the segment above is the BST successor and the one below is the BST predecessor. Finding the predecessor and successor of a given node in a BST is standard stuff. The predecessor of key K is the rightmost node left of K. The successor is the leftmost node right of K. There are several ways of computing these. The simplest is to use parent pointers to walk back up and then down the tree from K. A stack-based iterator is another.
what to do if the sweep line (SL) is empty?
Keep processing the event queue. An empty sweep line just means no segments are crossing at its current x location.
Also when inserting I into X, should I mark it with endpoint = 'intersect' and append it to the end ...?
The event queue must remain sorted on the x-coordinate of points. When you insert an intersection it must be in x-coordinate order, too. It must be marked as an intersection because intersections are processed differently from endpoints. It will be processed in due course when it's the first remaining item in x order.
Note that Bentley Ottman - just as nearly all geometric algorithms - is notoriously subject to horrendous failures due to floating point inaccuracy. Also, the algorithm is normally given with a "general position" assumption, which lets out all the nasty cases of vertical edges, point-edge coincidence, edge-edge overlaps, etc. My strongest recommendation is to use rational arithmetic. Even then, getting a fully robust, correct implementation is a significant achievement. You can tell this by the very small number of free implementations!

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