reference algorithm for weighted voronoi diagrams? - algorithm

Can someone point me to a reference implementation on how to construct a (multiplicatively and/or additively) weighted voronoi diagram, which is preferably based on Fortune's voronoi algorithm?
My goal:
Given a set of points(each point has a weight) and a set of boundary edges(usually a rectangle) I want to construct a weighted voronoi diagram using either python or the processing.org-framework. Here is an example.
What I have worked on so far:
So far I have implemented Fortune's algorithm as well as the "centroidal voronoi tessellation" presented in Michael Balzer's paper. Algorithm 3 states how the weights need to be adjusted, however, when I implement this my geometry does not work anymore. To fix this the sweep-line algorithm has to be updated to take weights into account, but I have been unable to do this so far.
Hence I would like to see how other people solved this problem.

For additively weighted Voronoi Diagram: Remember that a power diagram in dimension n is only a(n unweighted) Voronoi diagram in dimension n+1.
For that, just recall that the Voronoi diagram of a point set is invariant if you add any constant to the coordinates, and that the weighted Voronoi diagram can thus be written as a non weighted Voronoi diagram using the coordinates, for example in 2D lifted to 3D:
(x_i, y_i, sqrt(C - w_i))
where w_i is the weight of the seed, and C is any arbitrarily large constant (in practice, one just small enough such that C-w_i is positive).
Once your diagram is computed, just discard the last component.
So, basically, you only need to find a library that is able to handle Voronoi diagrams in dimension n+1 compared to your problem. CGAL can do that. This also makes the implementation extremely easy.

This computation is not easy, but it is available in CGAL. See the manual pages here.
See also the Effective Computational Geometry project, which employs and
supports CGAL:

There is little `off-the-shelf' open source code out there, for the case where distances to the centers are weighted with a multiplicative factor.
To my knowledge, none of the current CGAL packages covers this case.
Takashi Ohyama's beautifully colorful website provides java implementations
http://www.nirarebakun.com/voro/emwvoro.html
for up to 100 points with a SIMPLE algorithm (Euclidean and Manhattan distances).
There is also a paper describing this simple intersection algorithm and an approximate implementation within O(n^3) time, as a plugin to TerraView.
However, I cannot find the source of this plugin in the TerraView / TerraLib repository:
http://www.geoinfo.info/geoinfo2011/papers/mauricio1.pdf
Aurenhammer and Edelsbrunner describe an optimal n^2 time algorithm, but I'm unaware of available code of that.

If you are comfortable digging into Octave, you could reference the code provided in their library.

Related

How to find Voronoi diagram with specific distance function?

There are quite many algoritms for finding Voronoi diagram with Euclidean distance. However, I haven't found any algorithms other distance functions, for example, Manhattan distance (perhaps, because of no practical applications).
You can see example at Wikipedia:
https://en.wikipedia.org/wiki/Voronoi_diagram#/media/File:Manhattan_Voronoi_Diagram.svg
Manhattan Voronoi diagram also consists of polygons (but non-convex), so I guess that algorithm similar to Fortune's algorithm can be constructed.
However, using more complex distance functions, boundaries won't be polygons anymore. There will be need in different data structure and algorithm.
Are there any algorithms for finding Voronoi diagram with specific distance function (in 2D for simplicity)?
Note:
I don't need an algorithm which works with pixels, it's pretty straightforward, I need algorithm, which founds the boundaries of cells.
Note 2
Practically I need Voronoi diagram with distance function abs(dx)^3 + abs(dy)^3, however, theoretically, I'm interested how one do make an algorithm for other distance functions.
Here is how Voronoi with abs(dx)^3 + abs(dy)^3 look like. Sites are continous and their edges resemble graphs of y=x^3 (just assumption).
Most likely you can use the pixel taxi voronoi and give each polygon a different color. You can then use a pixel color test to check the bounds.

Nearest neighbor zones visualized

I'm writing an app that looks up points in two-dimensional space using a k-d tree. It would be nice, during development, to be able to "see" the nearest-neighbor zones surrounding each point.
In the attached image, the red points are points in the k-d tree, and the blue lines surrounding each point bound the zone where a nearest neighbor search will return the contained point.
The image was created thusly:
for each point in the space:
da = distance to nearest neighbor
db = distance to second-nearest neighbor
if absolute_value(da - db) < 4:
draw blue pixel
This algorithm has two problems:
(more important) It's slow on my (reasonably fast Core i7) computer.
(less important) It's sloppy, as you can see by the varying widths of the blue lines.
What is this "visualization" of a set of points called?
What are some good algorithms to create such a visualization?
This is called a Voronoi Diagram and there are many excellent algorithms for generating them efficiently. The one I've heard about most is Fortune's algorithm, which runs in time O(n log n), though others algorithms exist for this problem.
Hope this helps!
Jacob,
hey, you found an interesting way of generating this Voronoi diagram, even though it is not so efficient.
The less important issue first: the varying thickness boundaries that you get, those butterfly shapes, are in fact the area between the two branches of an hyperbola. Precisely the hyperbola given by the equation |da - db| = 4. To get a thick line instead, you have to modify this criterion and replace it by the distance to the bisector of the two nearest neighbors, let A and B; using vector calculus, | PA.AB/||AB|| - ||AB||/2 | < 4.
The more important issue: there are two well known efficient solutions to the construction of the Voronoi diagram of a set of points: Fortune's sweep algorithm (as mentioned by templatetypedef) and Preparata & Shamos' Divide & Conquer solutions. Both run in optimal time O(N.Lg(N)) for N points, but aren't so easy to implement.
These algorithm will construct the Voronoi diagram as a set of line segments and half-lines. Check http://en.wikipedia.org/wiki/Voronoi_diagram.
This paper "Primitives for the manipulation of general subdivisions and the computation of Voronoi" describes both algorithms using a somewhat high-level framework, caring about all implementation details; the article is difficult but the algorithms are implementable.
You may also have a look at "A straightforward iterative algorithm for the planar Voronoi diagram", which I never tried.
A totally different approach is to directly build the distance map from the given points for example by means of Dijkstra's algorithm: starting from the given points, you grow the boundary of the area within a given distance from every point and you stop growing when two boundaries meet. [More explanations required.] See http://1.bp.blogspot.com/-O6rXggLa9fE/TnAwz4f9hXI/AAAAAAAAAPk/0vrqEKRPVIw/s1600/distmap-20-seed4-fin.jpg
Another good starting point (for efficiently computing the distance map) can be "A general algorithm for computing distance transforms in linear time".
From personal experience: Fortune's algorithm is a pain to implement. The divide and conquer algorithm presented by Guibas and Stolfi isn't too bad; they give detailed pseudocode that's easy to transcribe into a procedural programming language. Both will blow up if you have nearly degenerate inputs and use floating point, but since the primitives are quadratic, if you can represent coordinates as 32-bit integers, then you can use 64 bits to carry out the determinant computations.
Once you get it working, you might consider replacing your kd-tree algorithms, which have a Theta(√n) worst case, with algorithms that work on planar subdivisions.
You can find a great implementation for it at D3.js library: http://mbostock.github.com/d3/ex/voronoi.html

Algorithm for completing a partial triangulation (Constrained Triangulation)

Given a set of points in a plane and an incomplete triangulation of the convex hull of the points (only some edges are given), I'm looking for an algorithm to complete the triangulation (the initial given edges should remain fixed). You can assume that it's possible to complete the partial triangulation but it'd be great if you could also suggest an algorithm for checking that too.
UPDATE" You're given a convex hull of a set of points R^2, which is basically a polygon with some points inside it. We want to triangulate the set of points which is a straightforward matter on itself, but you're also given some edges that any triangulation that you come up with should use those edges."
Perhaps this is a naive answer, but can't you just use a constrained delaunay triangulation? Add the known edges as constraints.
CGAL has a nice implementation. The tool triangle has similar features and is easier to get started with, but has (perhaps) a little less flexibility.
I found out that the book "Computational Geometry: An Introduction" has a detailed treatment of the subject though it doesn't give a ready to implement pseudo-code.
The easiest algorithm is a greedy one which enumerates all the possible edges and then add them one by one avoiding intersection with previously added ages. There is a long discussion in the book about how to reduce the running time to O(n^2 log n).
Then there is a O(n log n) algorithm which first regularizes the convex hull with the given edges and then individually triangulates each monotone polygon.

Smallest circle which covers given points on 2D plane

Problem: What is the smallest possible diameter of a circle which covers given N points on a 2D plane?
What is the most efficient algorithm to solve this problem and how does it work?
This is the smallest circle problem. See the references for the links to the suggested algorithms.
E.Welzl, Smallest Enclosing Disks
(Balls and Ellipsoids), in H. Maurer
(Ed.), New Results and New Trends in
Computer Science, Lecture Notes in
Computer Science, Vol. 555,
Springer-Verlag, 359–37 (1991)
is the reference to the "fastest" algorithm.
There are several algorithms and implementations out there for the Smallest enclosing balls problem.
For 2D and 3D, Gärtner's implementation is probably the fastest.
For higher dimensions (up to 10,000, say), take a look at https://github.com/hbf/miniball, which is the implementation of an algorithm by Gärtner, Kutz, and Fischer (note: I am one of the co-authors).
For very, very high dimensions, core-set (approximation) algorithms will be faster.
Note: If you are looking for an algorithm to compute the smallest enclosing sphere of spheres, you will find a C++ implementation in the Computational Geometry Algorithms Library (CGAL). (You do not need to use all of CGAL; simply extract the required header and source files.)
the furthest point voronoi diagram approach
http://www.dma.fi.upm.es/mabellanas/tfcs/fvd/algorithm.html
turns out to work really well for the 2 d problem. It is non-iterative and (pretty sure) guaranteed exact. I suspect it doesn't extend so well to higher dimensions, which is why there is little attention to it in the literature.
If there is interest i'll describe it here - the above link is a bit hard to follow I think.
edit another link: http://ojs.statsbiblioteket.dk/index.php/daimipb/article/view/6704

Parallel curve like algorithm for graphs

Is there a well know algorithm for calculating "parallel graph"? where by parallel graph I mean the same as parallel curve, vaguely called "offset curve", but with a graph instead of a curve. In the best case, it would allow for variable distance for each segment (connection).
Given following picture, where coordinates of nodes connected with red segments are known, as well as desired distance (thickness)
offset graph http://3.bp.blogspot.com/_MFJaWUFRFCk/TAEFKmfdGyI/AAAAAAAACXA/vTOBQLX4T0s/s320/screenshot2.png
how can I calculate points of black outlined polygons?
Check out the Straight Seleton strategy. There is an example implementation, here. The algorithm's complexity is documented here.
In addition, some other methods are documented here, A Survey of Polygon Offsetting Strategies.
There is a topic at GameDev as well.
Edit: The CGAL also has an implementation on this since v3.3, see the API. The author has nice presented a test file. (Not an implementation.) You can check out the source, however.

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