Algorithm for grid interpolation/regression given points with holes - image

I have an image containg a set of identical objects which are disposed into a regular grid fashon. The number of these objects is unknown.
I need to find in a really accurate way the bounding rect of that set of objects and then generate the grid given by them. I can find a lot - but often not all - of these objects in the image using pattern match techiques so i also have the corners coordinates with a good precision.
So, given a number (say, 95%) of the corners coordinates where the missing ones are randomly distributed, i need to "interpolate" the grid.
I'm thinking about linear regression by rows and columns but it seems able to become quite sophisticated if the grid is rotated.
Is there some specific/more general grid-find algorithm which can be suitable for my problem?
Thank you for your attention.

Related

Dividing the plane into regions of equal mass based on a density function

Given a "density" scalar field in the plane, how can I divide the plane into nice (low moment of inertia) regions so that each region contains a similar amount of "mass"?
That's not the best description of what my actual problem is, but it's the most concise phrasing I could think of.
I have a large map of a fictional world for use in a game. I have a pretty good idea of approximately how far one could walk in a day from any given point on this map, and this varies greatly based on the terrain etc. I would like to represent this information by dividing the map into regions, so that one day of walking could take you from any region to any of its neighboring regions. It doesn't have to be perfect, but it should be significantly better than simply dividing the map into a hexagonal grid (which is what many games do).
I had the idea that I could create a gray-scale image with the same dimensions as the map, where each pixel's color value represents how quickly one can travel through the pixel in the same place on the map. Well-maintained roads would be encoded as white pixels, and insurmountable cliffs would be encoded as black, or something like that.
My question is this: does anyone have an idea of how to use such a gray-scale image (the "density" scalar field) to generate my "grid" from the previous paragraph (regions of similar "mass")?
I've thought about using the gray-scale image as a discrete probability distribution, from which I can generate a bunch of coordinates, and then use some sort of clustering algorithm to create the regions, but a) the clustering algorithms would have to create clusters of a similar size, I think, for that idea to work, which I don't think they usually do, and b) I barely have any idea if any of that even makes sense, as I'm way out of my comfort zone here.
Sorry if this doesn't belong here, my idea has always been to solve it programatically somehow, so this seemed the most sensible place to ask.
UPDATE: Just thought I'd share the results I've gotten so far, trying out the second approach suggested by #samgak - recursively subdividing regions into boxes of similar mass, finding the center of mass of each region, and creating a voronoi diagram from those.
I'll keep tweaking, and maybe try to find a way to make it less grid-like (like in the upper right corner), but this worked way better than I expected!
Building upon #samgak's solution, if you don't want the grid-like structure, you can just add a small random perturbation to your centers. You can see below for example the difference I obtain:
without perturbation
adding some random perturbation
A couple of rough ideas:
You might be able to repurpose a color-quantization algorithm, which partitions color-space into regions with roughly the same number of pixels in them. You would have to do some kind of funny mapping where the darker the pixel in your map, the greater the number of pixels of a color corresponding to that pixel's location you create in a temporary image. Then you quantize that image into x number of colors and use their color values as co-ordinates for the centers of the regions in your map, and you could then create a voronoi diagram from these points to define your region boundaries.
Another approach (which is similar to how some color quantization algorithms work under the hood anyway) could be to recursively subdivide regions of your map into axis-aligned boxes by taking each rectangular region and choosing the optimal splitting line (x or y) and position to create 2 smaller rectangles of similar "mass". You would end up with a power of 2 count of rectangular regions, and you could get rid of the blockiness by taking the centre of mass of each rectangle (not simply the center of the bounding box) and creating a voronoi diagram from all the centre-points. This isn't guaranteed to create regions of exactly equal mass, but they should be roughly equal. The algorithm could be improved by allowing recursive splitting along lines of arbitrary orientation (or maybe a finite number of 8, 16, 32 etc possible orientations) but of course that makes it more complicated.

Match housenumbers on buildings (special case of point-in-polygon-test)

Task with example
I'm working with geodata (country-size) from openstreetmap. Buildings are often polygons without housenumbers and a single point with the housenumber is placed within the polygon of the building. Buildings may have multiple housenumbers.
I want to match the housenumbers to the polygons of the buildings.
Simple solution
Foreach housenumber perform a point-in-polygon-test with each building-polygon.
Problem
Way too slow for about 50,000,000 buildings and 10,000,000 address-points.
Idea
Build and index for the building-polygons to accelerate the search for the surrounding polygon for each housenumber-point.
Question
What index or strategy would you recommend for this polygon-structure? The polygons never overlap and the area is sparsly covered.
This question is duplicated to gis.stackexchange.com. It was recommendet to post the question there.
Since it sounds like you have well-formed polygons to test against, I'd use a spatial hash with a AABB check, and then finally the full point-in-polygon test. Hopefully at that point you'll be averaging three or less point-in-polygon tests per address.
Break the area your data is over into a simple grid where a grid is a small multiple (2 to 4) of the median building size. (Maybe 100-200 meters?)
Compute the axis aligned bounding box of every polygon, add it (with its bounding box) to each grid location which the bounding box intersects. (It's pretty simple to figure out where an axis aligned bounding box overlaps regular axis aligned grid cells. I wouldn't store the grid in a simple 2D array -- I'd use a hash table that maps 2D integer grid coordinates, e.g. (1023, 301), to a list of polygons)
Then go through all your address points. Look up in your hash table what cell that point is in. Go through all the polygons in that cell and if the point is within any polygon's axis aligned bounding box do the full point-in-polygon test.
This has several advantages:
The data structures are simple -- no fancy libraries needed (other than handling polygons). With C++, your polygon library, and the std namespace this could be implemented in less than an hour.
Spatial structure isn't hierarchical -- when you're looking up the points you only have to do one O(1) lookup in the hash table.
And of course, the usual disadvantage of grids as a spatial structure:
Doesn't handle wildly varying sized polygons particularly well. However, I'm hoping since you're using map data the sizes are almost always within an order of magnitude, and probably much less.
Assuming you end up with N maximum polygons in each of grid and each polygon has P points and you've got B buildings and A addresses, you're looking at O(B*P + N*A). Since B and P are likely relatively small, especially on average, you could consider this O(B + N) -- pretty much linear.

Adding specified masked areas of a pixel grid together. Does the result completely mask a certain other area?

Given a grid of pixels and a list of certain areas on the grid, how do you find if all those areas in the list, when combined, completely cover a certain area of the grid?
I have an image, which we can think of as a grid of pixels. Certain rectangular parts of the image have a mask applied by us. We have a list of the location/sizes of these masks. We would like to know if adding all the masked areas in our list together would completely mask a certain other area on the image.
Is there a good algorithm or data structure that is suited to help solve this?
You can build union of mask rectangles with line sweep algorithm. This link shows how to find area of the union, but it is not difficult to create elementary (not intersecting) rectangle set, then check for intersection with 'other area'.
If your mask set is dynamic, it might be useful to exploit some data structure like R-tree

Packing arbitrary polygons within an arbitrary boundary

I was wondering if anybody could point me to the best algorithm/heuristic which will fit my particular polygon packing problem. I am given a single polygon as a boundary (convex or concave may also contain holes) and a single "fill" polygon (may also be convex or concave, does not contain holes) and I need to fill the boundary polygon with a specified number of fill polygons. (I'm working in 2D).
Many of the polygon packing heuristics I've found assume that the boundary and/or filling polygons will be rectangular and also that the filling polygons will be of different sizes. In my case, the filling polygons may be non-rectangular, but all will be exactly the same.
Maybe this is a particular type of packing problem? If somebody has a definition for this type of polygon packing I'll gladly google away, but so far I've not found anything which is similar enough to be of great use.
Thanks.
The question you ask is very hard. To put this in perspective, the (much) simpler case where you're packing the interior of your bounded polygon with non-overlapping disks is already hard, and disks are the simplest possible "packing shape" (with any other shape you have to consider orientation as well as size and center location).
In fact, I think it's an open problem in computational geometry to determine for an arbitrary integer N and arbitrary bounded polygonal region (in the Euclidean plane), what is the "optimal" (in the sense of covering the greatest percentage of the polygon interior) packing of N inscribed non-overlapping disks, where you are free to choose the radius and center location of each disk. I'm sure the "best" answer is known for certain special polygonal shapes (like rectangles, circles, and triangles), but for arbitrary shapes your best "heuristic" is probably:
Start your shape counter at N.
Add the largest "packing shape" you can fit completely inside the polygonal boundary without overlapping any other packing shapes.
Decrement your shape counter.
If your shape counter is > 0, go to step 2.
I say "probably" because "largest first" isn't always the best way to pack things into a confined space. You can dig into that particular flavor of craziness by reading about the bin packing problem and knapsack problem.
EDIT: Step 2 by itself is hard. A reasonable strategy would be to pick an arbitrary point on the interior of the polygon as the center and "inflate" the disk until it touches either the boundary or another disk (or both), and then "slide" the disk while continuing to inflate it so that it remains inside the boundary without overlapping any other disks until it is "trapped" - with at least 2 points of contact with the boundary and/or other disks. But it isn't easy to formalize this "sliding process". And even if you get the sliding process right, this strategy doesn't guarantee that you'll find the biggest "inscribable disk" - your "locally maximal" disk could be trapped in a "lobe" of the interior which is connected by a narrow "neck" of free space to a larger "lobe" where a larger disk would fit.
Thanks for the replies, my requirements were such that I was able to further simplify the problem by not having to deal with orientation and I then even further simplified by only really worrying about the bounding box of the fill element. With these two simplifications the problem became much easier and I used a stripe like filling algorithm in conjunction with a spatial hash grid (since there were existing elements I was not allowed to fill over).
With this approach I simply divided the fill area into stripes and created a spatial hash grid to register existing elements within the fill area. I created a second spatial hash grid to register the fill area (since my stripes were not guaranteed to be within the bounding area, this made checking if my fill element was in the fill area a little faster since I could just query the grid and if all grids where my fill element were to be placed, were full, I knew the fill element was inside the fill area). After that, I iterated over each stripe and placed a fill element where the hash grids would allow. This is certainly not an optimal solution, but it ended up being all that was required for my particular situation and pretty fast as well. I found the required information about creating a spatial hash grid from here. I got the idea for filling by stripes from this article.
This type of problem is very complex to solve geometrically.
If you can accept a good solution instead of the 100% optimal
solution then you can to solve it with a raster algorithm.
You draw (rasterize) the boundary polygon into one in-memory
image and the fill polygon into another in-memory image.
You can then more easily search for a place where the fill polygon will
fit in the boundary polygon by overlaying the two images with
various (X, Y) offsets for the fill polygon and checking
the pixel values.
When you find a place that the fill polygon fits,
you clear the pixels in the boundary polygon and repeat
until there are no more places where the fill polygon fits.
The keywords to google search for are: rasterization, overlay, algorithm
If your fill polygon is the shape of a jigsaw piece, many algorithms will miss the interlocking alignment. (I don't know what to suggest in that case)
One approach to the general problem that works well when the boundary is much larger than
the fill pieces is to tile an infinite plane with the pieces in the best way you can, and then look for the optimum alignment of the boundary on this plane.

What is an efficient way to find a non-colliding rectangle nearest to a location

For a 2D game I am working on, I am using y axis sorting in a simple rectangle-based collision detection. This is working fine, and now I want to find the nearest empty rectangle at a given location with a given size, efficiently. How can I do this? Is there an algorithm?
I could think of a simple brute force grid test (with each grid the size of the empty space we're looking for) but obviously this is slow and not even a complete test.
Consider using quad-trees to store your rectangles.
See http://en.wikipedia.org/wiki/Quadtree for more information.
If you're already using axis sorting, then presumably you've computed a list of your rectangles sorted by their positions.
Perhaps I am misunderstanding, but could you not just look at the two rectangles before and after the rectangle in question, and decide which one is closer? If you're talking about finding the closest rectangle to an arbitrary point, then you could simply walk through the list until you find the first rectangle with a greater position than your arbitrary point, and use that rectangle and the one before it as the two to compare.

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