Best algorithm to interpolate on a grid - algorithm

I have a set points whose coordinates are given by the arrays x, y and z and the value of the density field in each point is stored in the array d.
I would like to reconstruct the density field on a uniform grid. What's the best algorithm to do that?
I know that in python, the scipy module come in handy with the griddata function but I would like to write my own code, I just need a hint.

If you have some sort of scalar field and the points are the origins of the field, you can implement a brute force approach by walking all lattice points and calculating the field intensity given the sources. There are both recursive methods that allow "blanking" wide volumes where the field is more or less constant, and techniques to save some CPU time by calculating the variations from one point to the next.
If the points you have are samplings of a value, then you will have to decompose your space in volumes and interpolate the values. You can employ a simple Voronoi decomposition - this is usually done in 2D for precipitation measurements - or a Delaunay tetrahedralization (you can look into TetGen's documentation). The first approach assumes that the function is constant throughout each Voronoi volume; the last allows rendering a trilinear interpolation.
If you need to smooth a 3D grid, the trilinear interpolation looks like the best approach.
There are also other methods used for fast visualization, that involve maintaining a list of 3D points in order of distance from any one given point in your regular grid. When moving through the grid, you recalculate distances using quadratic increments. Then, you perform a simple interpolation based on a subset of points of chosen cardinality (i.e., if you consider the four nearest points at distances d1..d4, you would calculate the value in P by proportionally weighing the values v1..v4). This approach is fast and easy to implement by yourself, but be warned that it underperforms wherever the minimum distance between points is less than the lattice step (you can compensate by considering more points where this happens; and the effect is less evident if the sampled function is smooth at the same scale).

If you want to implement a mathematical method yourself, you need to learn the theory, of course. In this case, it's 3D scattered data interpolation.
Wikipedia, MATLAB help and scipy help say there are at least half a dozen different methods. WP has a fairly good description of them and there's a comparison article but I strongly suggest you find something in your native language on such a terminology-intensive subject.

One approach is to form the Delaunay triangulation of the scattered points [x,y,z], (actually a tetrahedralisation in your 3d case!) and perform interpolation within each element using a linear representation of the density field, defined at the tetrahedron vertices.
To evaluate the density at each structured grid point you would (i) determine which tetrahedron the point lay within and (ii) evaluate the linear interpolant.
Forming the Delaunay triangulation is non-trivial, put there are a few good libraries that can be used for this, depending on your language of choice. One good option is CGAL.
Hope this helps.

Related

Good algorithm for finding subsets of point sets

I'm trying to find suitable algorithms for searching subsets of 2D points in larger set.
A picture is worth thousand words, so:
Any ideas on how one could achieve this? Note that the transformations are just rotation and scaling.
It seems that the most closely problem is Point set registration [1].
I was experimenting with CPD and other rigid and non-rigid algorithms' implementations, but they don't seem to perform
too well on finding small subsets in larger sets of points.
Another approach could be using star tracking algorithms like the Angle method mentioned in [2]
or more robust methods like [3]. But again, they all seem to be meant for large input sets and target sets. I'm looking for something less reliable but more minimalistic...
Thanks for any ideas!
[1]: http://en.wikipedia.org/wiki/Point_set_registration
[2]: http://www.acsu.buffalo.edu/~johnc/star_gnc04.pdf
[3]: http://arxiv.org/abs/0910.2233
here's some papers probably related to your question:
Geometric Pattern Matching under Euclidean Motion (1993) by L. Paul Chew , Michael T. Goodrich , Daniel P. Huttenlocher , Klara Kedem , Jon M. Kleinberg , Dina Kravets.
A fast expected time algorithm for the 2-D point pattern (2004) by Wamelena, Iyengarb.
Simple algorithms for partial point set pattern matching under rigid motion (2006) by Bishnua, Dasb, Nandyb, Bhattacharyab.
Exact and approximate Geometric Pattern Matching for point sets in the plane under similarity transformations (2007) by Aiger and Kedem.
and by the way, your last reference reminded me of:
An Application of Point Pattern Matching in Astronautics (1994) by G. Weber, L. Knipping and H. Alt.
I think you should start with a subset of the input points and determine the required transformation to match a subset of the large set. For example:
choose any two points of the input, say A and B.
map A and B to a pair of the large set. This will determine the scale and two rotation angles (clockwise or counter clockwise)
apply the same scaling and transformation to a third input point C and check the large set to see if a point exists there. You'll have to check two positions, one for each of rotation angle. If the point C exists where it should be in the large set, you can check the rest of the points.
repeat for each pair of points in the large set
I think you could also try to match a subset of 3 input points, knowing that the angles of a triangle will be invariant under scaling and rotations.
Those are my ideas, I hope they help solve your problem.
I would try the Iterative Closest Point algorithm. A simple version like the one you need should be easy to implement.
Take a look at geometric hashing. It allows finding geometric patterns under different transformations. If you use only rotation and scale, it will be quite simple.
The main idea is to encode the pattern in "native" coordinates, which is invariant under transformations.
You can try a geohash. Translate the points to a binary and interleave it. Measure the distance and compare it with the original. You can also try to rotate the geohash, i.e. z-curve or morton curve.

Ray tracing: Bresenham's vs Siddon's algorithm

I'm developping a tool for radiotherapy inverse planning based in a pencil-beam approach. An important step in these methods (particularly in dose calculation) is a ray-tracing from many sources and one of the most used algorithms is Siddon's one (here there is a nice short description http://on-demand.gputechconf.com/gtc/2014/poster/pdf/P4218_CT_reconstruction_iterative_algebraic.pdf). Now, I will try to simplify my question:
The input data is a CT image (a 3D matrix with values) and some source positions around the image. You can imagine a cube and many points around, all at same distance but different orientation angles, where the radiation rays come from. Each ray will go through the volume and a value is assigned to each voxel according to the distance from the source. The advantage of Siddon's algorithm is that the length is calculated on-time during the iterative process of the ray-tracing. However, I know that Bresenham's algorithm is an efficient way to evaluate the path from one point to another in a matrix. Thus, the length from the source to a specific voxel could be easily calculated as the euclidean distance two points, even during Bresenham's iterative process.
So then, knowing that both are methods quite old already and efficient, there is a definitive advantage of using Siddon instead of Bresenham? Maybe I'm missing an important detail here but it is weird to me that in these dose calculation procedures Bresenham is not really an option and always Siddon appears as the gold standard.
Thanks for any comment or reply!
Good day.
It seems to me that in most applications involving medical ray tracing, you want not only the distance from a source to a particular voxel, but also the intersection lengths of that path with every single voxel on its way. Now, Bresenham gives you the voxels on that path, but not the intersection lengths, while Siddon does.

Measuring distance between vectors

I have a set of 300.000 or so vectors which I would like to compare in some way, and given one vector I want to be able to find the closest vector I have thought of three methods.
Simple Euclidian distance
Cosine similarity
Use a kernel (for instance Gaussian) to calculate the Gram matrix.
Treat the vector as a discrete probability distribution (which makes
sense to do) and calculate some divergence measure.
I do not really understand when it is useful to do one rather than the other. My data has a lot of zero-elements. With that in mind, is there some general rule of thumbs as to which of the three methods is the best?
Sorry for the weak question, but I had to start somewhere...
Thank you!
Your question is not quite clear, are you looking for a distance metric between vectors, or an algorithm to efficiently find the nearest neighbour?
If your vectors just contain a numeric type such as doubles or integers, you can find a nearest neighbour efficiently using a structure such as the kd-tree. (since you are just looking at points in d-dimensional space). See http://en.wikipedia.org/wiki/Nearest_neighbor_search, for other methods.
Otherwise, choosing a distance metric and algorithm is very much dependent on the content of the vectors.
If your vectors are very sparse in nature and if they are binary, you can use Hamming or Hellinger distance. When your vector dimensions are large, avoid using Euclidean (refer http://en.wikipedia.org/wiki/Curse_of_dimensionality)
Please refer to http://citeseerx.ist.psu.edu/viewdoc/download?rep=rep1&type=pdf&doi=10.1.1.154.8446 for a survey of distance/similarity measures, although the paper limits it to pair of probability distributions.

Algorithms to normalize finger touch data (reduce the number of points)

I'm working on an app that lets users select regions by finger painting on top of a map. The points then get converted to a latitude/longitude and get uploaded to a server.
The touch screen is delivering way too many points to be uploaded over 3G. Even small regions can accumulate up to ~500 points.
I would like to smooth this touch data (approximate it within some tolerance). The accuracy of drawing does not really matter much as long as the general area of the region is the same.
Are there any well known algorithms to do this? Is this work for a Kalman filter?
There is the Ramer–Douglas–Peucker algorithm (wikipedia).
The purpose of the algorithm is, given
a curve composed of line segments, to
find a similar curve with fewer
points. The algorithm defines
'dissimilar' based on the maximum
distance between the original curve
and the simplified curve. The
simplified curve consists of a subset
of the points that defined the
original curve.
You probably don't need anything too exotic to dramatically cut down your data.
Consider something as simple as this:
Construct some sort of error metric. An easy one would be a normalized sum of the distances from the omitted points to the line that was approximating them. Decide what a tolerable error using this metric is.
Then starting from the first point construct the longest line segment that falls within the tolerable error range. Repeat this process until you have converted the entire path into a polyline.
This will not give you the globally optimal approximation but it will probably be good enough.
If you want the approximation to be more "curvey" you might consider using splines or bezier curves rather than straight line segments.
You want to subdivide the surface into a grid with a quadtree or a space-filling-curve. A sfc reduce the 2d complexity to a 1d complexity. You want to look for Nick's hilbert curve quadtree spatial index blog.
I was going to do something this in an app, but was intending on generating a path from the points on-the-fly. I was going to use a technique mentioned in this Point Sequence Interpolation thread

Algorithm for simplifying 3d surface?

I have a set of 3d points that approximate a surface. Each point, however, are subject to some error. Furthermore, the set of points contain a lot more points than is actually needed to represent the underlying surface.
What I am looking for is an algorithm to create a new (much smaller) set of points representing a simplified, smoother version of the surface (pardon for not having a better definition than "simplified, smoother"). The underlying surface is not a mathematical one so I'm not hoping to fit the data set to some mathematical function.
Instead of dealing with it as a point cloud, I would recommend triangulating a mesh using Delaunay triangulation: http://en.wikipedia.org/wiki/Delaunay_triangulation
Then decimate the mesh. You can research decimation algorithms, but you can get pretty good quick and dirty results with an algorithm that just merges adjacent tris that have similar normals.
I think you are looking for 'Level of detail' algorithms.
A simple one to implement is to break your volume (surface) into some number of sub-volumes. From the points in each sub-volume, choose a representative point (such as the one closest to center, or the closest to the average, or the average etc). use these points to redraw your surface.
You can tweak the number of sub-volumes to increase/decrease detail on the fly.
I'd approach this by looking for vertices (points) that contribute little to the curvature of the surface. Find all the sides emerging from each vertex and take the dot products of pairs (?) of them. The points representing very shallow "hills" will subtend huge angles (near 180 degrees) and have small dot products.
Those vertices with the smallest numbers would then be candidates for removal. The vertices around them will then form a plane.
Or something like that.
Google for Hugues Hoppe and his "surface reconstruction" work.
Surface reconstruction is used to find a meshed surface to fit the point cloud; however, this method yields lots of triangles. You can then apply mesh a reduction technique to reduce the polygon count in a way to minimize error. As an example, you can look at OpenMesh's decimation methods.
OpenMesh
Hugues Hoppe
There exist several different techniques for point-based surface model simplification, including:
clustering;
particle simulation;
iterative simplification.
See the survey:
M. Pauly, M. Gross, and L. P. Kobbelt. Efficient simplification of point-
sampled surfaces. In Proceedings of the conference on Visualization’02,
pages 163–170, Washington, DC, 2002. IEEE.
unless you parametrise your surface in some way i'm not sure how you can decide which points carry similar information (and can thus be thrown away).
i guess you can choose a bunch of points at random to get rid of, but that doesn't sound like what you want to do.
maybe points near each other (for some definition of 'near') can be considered to contain similar information, and so reduced to single representatives for each such group.
could you give some more details?
It's simpler to simplify a point cloud without the constraints of mesh triangles and indices.
smoothing and simplification are different tasks though. To simplify the cloud you should first get rid of noise artefacts by making a profile of the kind of noise that you have, it's frequency and directional caracteristics and do a noise profile compared type reduction. good normal vectors are helfpul for that.
here is a document about 5-6 simplifications using delauney, voronoi, and k nearest neighbour maths:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.10.9640&rep=rep1&type=pdf
A later version from 2008:
http://www.wseas.us/e-library/transactions/research/2008/30-705.pdf
here is a recent c++ version:
https://github.com/tudelft3d/masbcpp/blob/master/src/simplify.cpp

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