Creating a graph from a 2-d space populated with circles - graph

I'm populating a 2-D space with circles of random position and radius.
I also want to create a graph where every circle is a vertex and has edges to other intersecting circles.
My question is: Is there an efficient way to create this kind of graph?
Obviously theres the brute force method of just checking each circle. I also figured that I can maybe overlay a grid on the 2-D plane and sort-of hash the circles so I can easily find circles in a specific region.
Here's an example of what I am working with:

The example image suggests you might have an upper bound R on the radii of the circles which is considerably smaller than the total edge length of your rectangle. If that is the case, you might want to try the followung:
Sort all circles by x coordinate of center
Maintain a list L of circles, sorted by y coordinate of center, initially empty
For each circle C1 in order of x coordinates:
Drop all elements C2 from L where x2 < x1 - 2*R (or x2 < x1 - r2 - R)
For each circle C2 in L where |y1 - y2| < r1 + R:
Check C1, C2 for intersection, possibly add to result
Add C1 to L, maintaining order by y coordinates
L could be a red-black tree or something similar where executing a range query (namely y1 - r1 - R < y2 < y1 + r1 + R) is simple. But to efficiently remove elements when they fall out of range, you may need a second structure, most likely a stack (with the loose - 2*R limit) or a priority queue (with the tighter - r2 - R limit).
If R is close to the typical size of your circles, this should work well. If not, a quad tree might be better, where you'd only visit adjacent cells if you actually encounter a big circle, instead of wasting work just because there might be a biger circle yet to come.

Related

Calculate the 3rd point of an equilateral triangle from two points at any angle, pointing the "correct" way for a Koch Snowflake

Perhaps the question title needs some work.
For context this is for the purpose of a Koch Snowflake (using C-like math syntax in a formula node in LabVIEW), thus why the triangle must be the correct way. (As given 2 points an equilateral triangle may be in one of two directions.)
To briefly go over the algorithm: I have an array of 4 predefined coordinates initially forming a triangle, the first "generation" of the fractal. To generate the next iteration, one must for each line (pair of coordinates) get the 1/3rd and 2/3rd midpoints to be the base of a new triangle on that face, and then calculate the position of the 3rd point of the new triangle (the subject of this question). Do this for all current sides, concatenating the resulting arrays into a new array that forms the next generation of the snowflake.
The array of coordinates is in a clockwise order, e.g. each vertex travelling clockwise around the shape corresponds to the next item in the array, something like this for the 2nd generation:
This means that when going to add a triangle to a face, e.g. between, in that image, the vertices labelled 0 and 1, you first get the midpoints which I'll call "c" and "d", you can just rotate "d" anti-clockwise around "c" by 60 degrees to find where the new triangle top point will be (labelled e).
I believe this should hold (e.g. 60 degrees anticlockwise rotating the later point around the earlier) for anywhere around the snowflake, however currently my maths only seems to work in the case where the initial triangle has a vertical side: [(0,0), (0,1)]. Else wise the triangle goes off in some other direction.
I believe I have correctly constructed my loops such that the triangle generating VI (virtual instrument, effectively a "function" in written languages) will work on each line segment sequentially, but my actual calculation isn't working and I am at a loss as to how to get it in the right direction. Below is my current maths for calculating the triangle points from a single line segment, where a and b are the original vertices of the segment, c and d form new triangle base that are in-line with the original line, and e is the part that sticks out. I don't want to call it "top" as for a triangle formed from a segment going from upper-right to lower-left, the "top" will stick down.
cx = ax + (bx - ax)/3;
dx = ax + 2*(bx - ax)/3;
cy = ay + (by - ay)/3;
dy = ay + 2*(by - ay)/3;
dX = dx - cx;
dY = dy - cy;
ex = (cos(1.0471975512) * dX + sin(1.0471975512) * dY) + cx;
ey = (sin(1.0471975512) * dX + cos(1.0471975512) * dY) + cy;
note 1.0471975512 is just 60 degrees in radians.
Currently for generation 2 it makes this: (note the seemingly separated triangle to the left is formed by the 2 triangles on the top and bottom having their e vertices meet in the middle and is not actually an independent triangle.)
I suspect the necessity for having slightly different equations depending on weather ax or bx is larger etc, perhaps something to do with how the periodicity of sin/cos may need to be accounted for (something about quadrants in spherical coordinates?), as it looks like the misplaced triangles are at 60 degrees, just that the angle is between the wrong lines. However this is a guess and I'm just not able to imagine how to do this programmatically let alone on paper.
Thankfully the maths formula node allows for if and else statements which would allow for this to be implemented if it's the case but as said I am not awfully familiar with adjusting for what I'll naively call the "quadrants thing", and am unsure how to know which quadrant one is in for each case.
This was a long and rambling question which inevitably tempts nonsense so if you've any clarifying questions please comment and I'll try to fix anything/everything.
Answering my own question thanks to #JohanC, Unsurprisingly this was a case of making many tiny adjustments and giving up just before getting it right.
The correct formula was this:
ex = (cos(1.0471975512) * dX + sin(1.0471975512) * dY) + cx;
ey = (-sin(1.0471975512) * dX + cos(1.0471975512) * dY) + cy;
just adding a minus to the second sine function. Note that if one were travelling anticlockwise then one would want to rotate points clockwise, so you instead have the 1st sine function negated and the second one positive.

Uniform sampling of 2D path draped on a set of 3D data points

Imagine you have a grid of sample points of a function z = f(x, y) where 1 < x < N and 1 < y < N. The formula is not given, but just the raw data, that could be for example the grey level of an image.
I would like to find, given a point A, whose x and y coordinates are given (and z is known from the data, so A is a vertex of the surface) a number M of points that lie on the circumference of the circle with center in A and radius R that are a good approximation of a circular "cloth" draped on the imaginary surface described by the data points. Imagine also that the edges of the surface are a triangle mesh.
The biggest constraint in the approximation is that the sum of the length of the edges of the resulting polygon is constantly R * 2 * PI, so that moving the A point across the surface would just change the M points but never the sum of their reciprocal distances. The draping doesn't need to be perfect, it would be nice though to be as close as possible to the surface., or always on one side of the surface, above or below.
Could anybody give me a pointer to something to read about this? Is this a known problem?
I feel that the problem is not completely formulated, I'd already like some help to give a complete description of it.

Finding Two Touching circles with limited information

I am working on a track editor and have found myself in a situation where I need to define two touching circles. Ideally I would like to know the centre point, and radius of these circles.
The information I have is a point on the circumference of each of the circles, and the tangent to the circle at that point.
On my own I have figured out that if I know the tangents at those points I know the lines on which the centre points must lie.
C1 is the centre of the first circle I am looking for
P1 is a point on the circumference of the circle at which I know the tangent
A is the normal to the tangent that I know at P1
C2 is the centre of the second circle I am looking for
P2 is a point on the circumference of the circle at which I know the tangent
B is the normal to the tangent that I know at P2
C1 = P1 - t1 * A
C2 = P2 - t2 * B
I also know that the distance between the two centres will be equal to the sum of the distance of the centres from the points on the circumference.
|C1 - P1| + |C2 - P2| = |C1 - C2|
I also want abs( |t1*A| - |t2*B| ) to be kept to a minimum.
If you have only the tangent vectors and the point, there's not enough information. You need at least 2 more points, one more for each circle, otherwise t1 and t2 can be any real. (By the way, A = -B)
Disregard, I assumed that circles are not overlapping. Either way, we cannot know how large they are (and hence where the center points are) without knowing more information.

Computational geometry, tetrahedron signed volume

I'm not sure if this is the right place to ask, but here goes...
Short version: I'm trying to compute the orientation of a triangle on a plane, formed by the intersection of 3 edges, without explicitly computing the intersection points.
Long version: I need to triangulate a PSLG on a triangle in 3D. The vertices of the PSLG are defined by the intersections of line segments with the plane through the triangle, and are guaranteed to lie within the triangle. Assuming I had the intersection points, I could project to 2D and use a point-line-side (or triangle signed area) test to determine the orientation of a triangle between any 3 intersection points.
The problem is I can't explicitly compute the intersection points because of the floating-point error that accumulates when I find the line-plane intersection. To figure out if the line segments strike the triangle in the first place, I'm using some freely available robust geometric predicates, which give the sign of the volume of a tetrahedron, or equivalently which side of a plane a point lies on. I can determine if the line segment endpoints are on opposite sides of the plane through the triangle, then form tetrahedra between the line segment and each edge of the triangle to determine whether the intersection point lies within the triangle.
Since I can't explicitly compute the intersection points, I'm wondering if there is a way to express the same 2D orient calculation in 3D using only the original points. If there are 3 edges striking the triangle that gives me 9 points in total to play with. Assuming what I'm asking is even possible (using only the 3D orient tests), then I'm guessing that I'll need to form some subset of all the possible tetrahedra between those 9 points. I'm having difficultly even visualizing this, let alone distilling it into a formula or code. I can't even google this because I don't know what the industry standard terminology might be for this type of problem.
Any ideas how to proceed with this? Thanks. Perhaps I should ask MathOverflow as well...
EDIT: After reading some of the comments, one thing that occurs to me... Perhaps if I could fit non-overlapping tetrahedra between the 3 line segments, then the orientation of any one of those that crossed the plane would be the answer I'm looking for. Other than when the edges enclose a simple triangular prism, I'm not sure this sub-problem is solvable either.
EDIT: The requested image.
I am answering this on both MO & SO, expanding the comments I made on MO.
My sense is that no computational trick with signed tetrahedra volumes will avoid the precision issues that are your main concern. This is because, if you have tightly twisted segments, the orientation of the triangle depends on the precise positioning of the cutting plane.
[image removed; see below]
In the above example, the upper plane crosses the segments in the order (a,b,c) [ccw from above]: (red,blue,green), while the lower plane crosses in the reverse order (c,b,a): (green,blue,red). The height
of the cutting plane could be determined by your last bit of precision.
Consequently, I think it makes sense to just go ahead and compute the points of intersection in
the cutting plane, using enough precision to make the computation exact. If your segment endpoints coordinates and plane coefficients have L bits of precision, then there is just a small constant-factor increase needed. Although I am not certain of precisely what that factor is, it is small--perhaps 4. You will not need e.g., L2 bits, because the computation is solving linear equations.
So there will not be an explosion in the precision required to compute this exactly.
Good luck!
(I was prevented from posting the clarifying image because I don't have the reputation. See
the MO answer instead.)
Edit: Do see the MO answer, but here's the image:
I would write symbolic vector equations, you know, with dot and cross products, to find the normal of the intersection triangle. Then, the sign of the dot product of this normal with the initial triangle one gives the orientation. So finally you can express this in a form sign(F(p1,...,p9)), where p1 to p9 are your points and F() is an ugly formula including dot and cross products of differences (pi-pj). Don't know if this can be done simpler, but this general approach does the job.
As I understand it, you have three lines intersecting the plane, and you want to calculate the orientation of the triangle formed by the intersection points, without calculating the intersection points themselves?
If so: you have a plane
N·(x - x0) = 0
and six points...
l1a, l1b, l2a, l2b, l3a, l3b
...forming three lines
l1 = l1a + t(l1b - l1a)
l2 = l2a + u(l2b - l2a)
l3 = l3a + v(l3b - l3a)
The intersection points of these lines to the plane occur at specific values of t, u, v, which I'll call ti, ui, vi
N·(l1a + ti(l1b - l1a) - x0) = 0
N·(x0 - l1a)
ti = ----------------
N·(l1b - l1a)
(similarly for ui, vi)
Then the specific points of intersection are
intersect1 = l1a + ti(l1b - l1a)
intersect2 = l2a + ui(l2b - l2a)
intersect3 = l3a + vi(l3b - l3a)
Finally, the orientation of your triangle is
orientation = direction of (intersect2 - intersect1)x(intersect3 - intersect1)
(x is cross-product) Work backwards plugging the values, and you'll have an equation for orientation based only on N, x0, and your six points.
Let's call your triangle vertices T[0], T[1], T[2], and the first line segment's endpoints are L[0] and L[1], the second is L[2] and L[3], and the third is L[4] and L[5]. I imagine you want a function
int Orient(Pt3 T[3], Pt3 L[6]); // index L by L[2*i+j], i=0..2, j=0..1
which returns 1 if the intersections have the same orientation as the triangle, and -1 otherwise.
The result should be symmetric under interchange of j values, antisymmetric under interchange of i values and T indices. As long as you can compute a quantity with these symmetries, that's all you need.
Let's try
Sign(Product( Orient3D(T[i],T[i+1],L[2*i+0],L[2*i+1]) * -Orient3D(T[i],T[i+1],L[2*i+1],L[2*i+0]) ), i=0..2))
where the product should be taken over cyclic permutations of the indices (modulo 3). I believe this has all the symmetry properties required. Orient3D is Shewchuk's 4-point plane orientation test, which I assume you're using.

General formula to calculate Polyhedron volume

Given a list of vertices (v), and a list of edges connecting the vertices (e), and a list of surfaces that connect the edges (s), how to calculate the volume of the Polyhedron?
Take the polygons and break them into triangles.
Consider the tetrahedron formed by each triangle and an arbitrary point (the origin).
Sum the signed volumes of these tetrahedra.
Notes:
This will only work if you can keep a consistent CW or CCW order to the triangles as viewed from the outside.
The signed volume of the tetrahedron is equal to 1/6 the determinant of the following matrix:
[ x1 x2 x3 x4 ]
[ y1 y2 y3 y4 ]
[ z1 z2 z3 z4 ]
[ 1 1 1 1 ]
where the columns are the homogeneous coordinates of the verticies (x,y,z,1).
It works even if the shape does not enclose the origin by subracting off that volume as well as adding it in, but that depends on having a consistent ordering.
If you can't preserve the order you can still find some way to break it into tetrahedrons and sum 1/6 absolute value of the determinant of each one.
Edit:
I'd like to add that for triangle mesh where one vertex (say V4) of the tetrahedron is (0,0,0) the determinante of the 4x4 matrix can be simplified to the upper left 3x3 (expansion along the 0,0,0,1 column) and that can be simplified to Vol = V1xV2.V3 where "x" is cross product and "." is dot product. So compute that expression for every triangle, sum those volumes and divide by 6.
Similarly with a polygon where we can split it into triangles and sum the areas,
you could split a polyhedron into pyramids and sum their volumes. But I'm not sure how hard is to implement an algorithm for that.
(I believe there is a mathematical way/formula, like using vectors and matrices.
I suggest to post your question also on http://mathoverflow.net)
I have done this before, but the surface mesh I used always had triangular facets. If your mesh has non triangular facets, you can easily break them up into triangular facets first. Then I fed it to TetGen to obtain a tetrahedralization of the interior. Finally, I added up all the volumes of the tetrahedra. TetGen is reasonably easy to use, and is the only library other than CGAL I know of that can handle complicated meshes. CGAL is pretty easy to use if you don't mind installing a gigantic library and use templates like crazy.
First, break every face into triangles by drawing in new edges.
Now look at one triangle, and suppose it's on the "upper" surface (some of these details will turn out to be unimportant later). Look at the volume below the triangle, down to some horizontal plane below the polyhedron. If {h1, h2, h3} are the heights of the three points, and A is the area of the base, then the volume of the solid will be A(h1+h2+h3)/3. Now we have to add up the volumes of these solids for the upper faces, and subtract them for the lower faces to get the volume of the polyhedron.
Play with the algebra and you'll see that the height of the polyhedron above the horizontal plane doesn't matter. The plane can be above the polyhedron, or pass through it, and the result will still be correct.
So what we need is (1) a way to calculate the area of the base, and (2) a way to tell an "upper" face from a "lower" one. The first is easy if you have the Cartesian coordinates of the points, the second is easy if the points are ordered, and you can combine them and kill two birds with one stone. Suppose for each face you have a list of its corners, in counter-clockwise order. Then the projection of those points on the x-y plane will be counterclockwise for an upper face and clockwise for a lower one. If you use this method to calculate the area of the base, it will come up positive for an upper face and negative for a lower one, so you can add them all together and have the answer.
So how do you get the ordered lists of corners? Start with one triangle, pick an ordering, and for each edge the neighbor that shares that edge should list those two points in the opposite order. Move from neighbor to neighbor until you have a list for every triangle. If the volume of the polyhedron comes up negative, just multiply by -1 (it means you chose the wrong ordering for that first triangle, and the polyhedron was inside-out).
EDIT:
I forgot the best part! If you check the algebra for adding up these volumes, you'll see that a lot of terms cancel out, especially when combining triangles back into the original faces. I haven't worked this out in detail, but it looks as if the final result could be a surprisingly simple function.
Here's a potential implementation for that in Python.
Can anyone please check if it's correct?
I believe that I am missing permutations of the points because my second test (cube) gives 0.666 and not 1. Ideas anyone?
Cheers
EL
class Simplex(object):
'''
Simplex
'''
def __init__(self,coordinates):
'''
Constructor
'''
if not len(coordinates) == 4:
raise RuntimeError('You must provide only 4 coordinates!')
self.coordinates = coordinates
def volume(self):
'''
volume: Return volume of simplex. Formula from http://de.wikipedia.org/wiki/Tetraeder
'''
import numpy
vA = numpy.array(self.coordinates[1]) - numpy.array(self.coordinates[0])
vB = numpy.array(self.coordinates[2]) - numpy.array(self.coordinates[0])
vC = numpy.array(self.coordinates[3]) - numpy.array(self.coordinates[0])
return numpy.abs(numpy.dot(numpy.cross(vA,vB),vC)) / 6.0
class Polyeder(object):
def __init__(self,coordinates):
'''
Constructor
'''
if len(coordinates) < 4:
raise RuntimeError('You must provide at least 4 coordinates!')
self.coordinates = coordinates
def volume(self):
pivotCoordinate = self.coordinates[0]
volumeSum = 0
for i in xrange(1,len(self.coordinates)-3):
newCoordinates = [pivotCoordinate]
for j in xrange(i,i+3):
newCoordinates.append(self.coordinates[j])
simplex = Simplex(newCoordinates)
volumeSum += simplex.volume()
return volumeSum
coords = []
coords.append([0,0,0])
coords.append([1,0,0])
coords.append([0,1,0])
coords.append([0,0,1])
s = Simplex(coords)
print s.volume()
coords.append([0,1,1])
coords.append([1,0,1])
coords.append([1,1,0])
coords.append([1,1,1])
p = Polyeder(coords)
print p.volume()

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