n planes intersection - math

I have n 3D planes each with distance 1.0 from the origin. I know they all intersect at a point in space. I know each planes normal (and a point on each plane, since they all distance 1.0 from the origin, along the normal).
Is there a way to calculate this intersection? I know how to calculate an intersection of 2 or 3 planes, but I dont know how to proceed with a variable number of planes
Thank you

The intersection of 2 planes is a line. The intersection of 3 planes is a point in the 3D space.
So, of all the planes, select any 3 planes and find their point of intersection. All other planes (if they are indeed intersecting at the same point) will also intersect at this point. That is the point you're looking for!

Typically, one defines a plane by the a point (P) on the plane, and the normal vector (N) to the plane. This definition works in any number of dimensions of course, since P and N are general vectors. Thus, a point X is in the plane if
dot(X - P,N) == 0
We can rewrite that dot product in the form
dot(X,N) == dot(P,N)
Of course, these dot products can be expanded into a simple linear equation in the variables of X.
How does all of this translate into equations we can use and write down? In 3-d, for example one might consider the plane that passes through the point [1 2 3], with the normal vector [1 0 2].
Thus a point [x,y,z] is in that plane if the following equation holds true:
dot([x,y,z],[1,0,2]) == dot([1 2 3],[1 0 2])
or,
x + 0*y + 2*z = 7
My point is, if you have a single plane in 3-d, it corresponds to a single equation in the unknowns [x,y,z]. If you have multiple equations (multiple planes) in those three unknowns, then you have a linear system of equations.
You should use linear algebra to solve that system of equations. When there are more than 3 equations, the system (assuming the various planes do not form a singular system) will generally have no exact solution that satisfies all of the equations. This is called an overdetermined system, and a linear least squares solution is used to solve for the set of parameters [x,y,z] that minimizes the sum of squares of the residuals.

Related

Point to the left or right of 3D vector in a specifc plane?

I am not sure if a question like this was asked before but i searched and didn't found what i am looking for.
I know how to determine if a point is to the left or right of a 2D line. but suppose we have a vector in 3D. of course a 3D vector passes through infinite planes, but suppose we chose one plane of them in which we are interested, and we have a specific point on this plane which we want to know if it lies to the left or right or on our vector (with respect to the chosen plane). how to do this ?
You should explicitly define orientation of that plane - for example, define main (forward) normal N - like OZ axis is normal for OXY plane.
If you have A,B,C triangle and claim that it is oriented counterclockwise, you can calculate forward plane normal as N = AB x BC
For points A, B, D in given plane calculate mixed product (vector product of AB and AD, then scalar product of result and N)
mp = (AB x AD) . dot. N
Sign of this value is positive, if vectors AB, AD, N form right-handed triplet and D lies left to AB direction
An intuitive solution is to define a coordinate system for the plane as follows. Let's normalize the 3d vector in your question and call the resulting unit vector v, and let x be a point on your plane, whose unit normal we will denote as n. You can now chose a coordinate system centered at x, that is made by the three 3*1 unit vectors v, n and b=v.crossProduct(n).
The idea is that if you express a point in this coordinate system, then if its b coordinate is negative, you can says that it is, say, on the left. So, if its b coordinate is positive, it will be on the right.
Obviously, if you have a point q expressed in this coordinates system, you can write its expression q_w in world coordinates using
q_w=R*q+x
where the rotation matrix R is the matrix whose columns are the unit axes of the plane coordinate system:
R=[v n b]
So, if you have a point Q in world coordinates, using the inverse of the relation above, you compute transpose(R)*(Q-x), and look at whether the b coordinate is positive or negative.

Find all 4 possible normals to an ellipse

Given a point p exterior to an axially aligned, origin centered ellipse E, find the (upto) four unique normals to E passing through p.
This is not a Mathematica question. Direct computation is too slow; I am willing to sacrifice precision and accuracy for speed.
I have searched the web, but all I found involved overly complex calculations which if implemented directly appear to lack the performance I need. Is there a more "programmatical" way to do this, like using matrices or scaling the ellipse into a circle?
Let's assume the ellipse E is in "standard position", center at the origin and axes parallel to the coordinate axes:
(x/a)^2 + (y/b)^2 = 1 where a > b > 0
The boundary cases a=b are circles, where the normal lines are simply ones that pass through the center (origin) and are thus easy to find. So we omit discussion of these cases.
The slope of the tangent to the ellipse at any point (x,y) may be found by implicit differentiation:
dy/dx = -(b^2 x)/(a^2 y)
For the line passing through (x,y) and a specified point p = (u,v) not on the ellipse, that is normal to ellipse E when its slope is the negative reciprocal of dy/dx:
(y-v)/(x-u) * (-b^2 x)/(a^2 y) = -1 (N)
which simplifies to:
(x - (1+g)u) * (y + gv) = -g(1+g)uv where g = b^2/(a^2 - b^2)
In this form we recognize it is the equation for a right rectangular hyperbola. Depending on how many points of intersection there are between the ellipse and the hyperbola (2,3,4), we have that many normals to E passing through p.
By reflected symmetry, if p is assumed exterior to E, we may take p to be in the first quadrant:
(u/a)^2 + (v/b)^2 > 1 (exterior to E)
u,v > 0 (1'st quadrant)
We could have boundary cases where u=0 or v=0, i.e. point p lies on an axis of E, but these cases may be reduced to solving a quadratic, because two normals are the (coinciding) lines through the endpoints of that axis. We defer further discussion of these special cases for the moment.
Here's an illustration with a=u=5,b=v=3 in which only one branch of the hyperbola intersects E, and there will be only two normals:
If the system of two equations in two unknowns (x,y) is reduced to one equation in one unknown, the simplest root-finding method to code is a bisection method, but knowing something about the possible locations of roots/intersections will expedite our search. The intersection in the first quadrant is the nearest point of E to p, and likewise the intersection in the third quadrant is the farthest point of E from p. If the point p were a good bit closer to the upper endpoint of the minor axis, the branches of the hyperbola would shift together enough to create up to two more points of intersection in the fourth quadrant.
One approach would be to parameterize E by points of intersection with the x-axis. The lines from p normal to the ellipse must intersect the major axis which is a finite interval [-a,+a]. We can test both the upper and lower points of intersection q=(x,y) of a line passing through p=(u,v) and (z,0) as z sweeps from -a to +a, looking for places where the ellipse and hyperbola intersect.
In more detail:
1. Find the upper and lower points `q` of intersection of E with the
line through `p` and `(z,0)` (amounts to solving a quadratic)
3. Check the sign of a^2 y(x-u) - b^2 x(y-v) at `q=(x,y)`, because it
is zero if and only `q` is a point of normal intersection
Once a subinterval is detected (either for upper or lower portion) where the sign changes, it can be refined to get the desired accuracy. If only modest accuracy is needed, there may be no need to use faster root finding methods, but even if they are needed, having a short subinterval that isolates a root (or root pair in the fourth quadrant) will be useful.
** more to come comparing convergence of various methods **
I had to solve a problem similar to this, for GPS initialization. The question is: what is the latitude of a point interior to the Earth, especially near the center, and is it single-valued? There are lots of methods for converting ECEF cartesian coordinates to geodetic latitude, longitude and altitude (look up "ECEF to Geodetic"). We use a fast one with only one divide and sqrt per iteration, instead of several trig evaluations like most methods, but since I can't find it in the wild, I can't give it to you here. I would start with Lin and Wang's method, since it only uses divisions in its iterations. Here is a plot of the ellipsoid surface normals to points within 100 km of Earth's center (North is up in the diagram, which is really ECEF Z, not Y):
The star-shaped "caustic" in the figure center traces the center of curvature of the WGS-84 ellipsoid as latitude is varied from pole to equator. Note that the center of curvature at the poles is on the opposite side of the equator, due to polar flattening, and that the center of curvature at the equator is nearer to the surface than the axis of rotation.
Wherever lines cross, there is more than one latitude for that cartesian position. The green circle shows where our algorithm was struggling. If you consider that I cut off these normal vectors where they reach the axis, you would have even more normals for a given position for the problem considered in this SO thread. You would have 4 latitudes / normals inside the caustic, and 2 outside.
The problem can be expressed as the solution of a cubic equation which
gives 1, 2, or 3 real roots. For the derivation and closed form
solution see Appendix B of Geodesics on an ellipsoid of revolution. The boundary between 1 and 3 solutions is an astroid.

compute angle of rotation between two orthographic projections

I Have the orthographic projection of a unit cube with one of its vertex at origin as shown above. I have the x,y (no z) co ordinates of the projections. I would like to compute the angle of rotation of the plane to get the second orthographic projection from the first one (maybe euler angles??)
Is there any other easy way to compute this?
UPDATE:
Could I use this rotation matrix to get a system of equations in cos, sin angles and the x,y and x',y' and solve them easily? Or is there any easier way to get the angles back? (Am I on the right direction to solve this? )
First method
Use this idea to generate equations:
a1, a2 and a3 are coordinates in the original system, x y are the coordinates you get from the end-result and z is a coordinate you don’t know. This generates 2 equations for every point of the cube. E.g for point 0 with coordinates (-1, -1, 1) these are:
Do this for the 4 front points of the cube and you get 8 equations. Now add the fact that this is a rotation matrix -> the determinant is 1 and you have 9 equations. Solve these with any of the usual algorithms for solving equation systems and you have the transformation matrix. Getting the axis and angle from that is easy via google: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/
Second method
Naming your points 0, 1, 2, 3 a, b, c, d respectively, you can get the z coordinates of the vectors between them (e.g. b-a) with this idea:
you will still have to sort out if b3-a3 is positive, though. One way to do that is to use the centermost point as b (calculate distance from the center for all points, use the one with the minimal distance). Then you know for sure that b3-a3 is positive (if z is positive towards you).
Now assume that a is (0,0,0) in your transformed space and you can calculate all the point positions by adding the appropriate vectors to that.
To get the rotation you use the fact that you know where b-a did point in your origin space (e.g. (1,0,0)). You get the rotation angle via dot product of b-a and (1,0,0) and the rotation axis via cross product between those vectors.

How to calculate the nearest point of a line and curve? .. or curve and curve?

Given the points of a line and a quadratic bezier curve, how do you calculate their nearest point?
There exist a scientific paper regarding this question from INRIA: Computing the minimum distance between two Bézier curves (PDF here)
I once wrote a tool to do a similar task. Bezier splines are typically parametric cubic polynomials. To compute the square of the distance between a cubic segment and a line, this is just the square of the distance between two polynomial functions, itself just another polynomial function! Note that I said the square of the distance, not the square root.
Essentially, for any point on a cubic segment, one could compute the square of the distance from that point to the line. This will be a 6th order polynomial. Can we minimize that square of the distance? Yes. The minimum must occur where the derivative of that polynomial is zero. So differentiate, getting a 5th order polynomial. Use your favorite root finding tool that generates all of the roots numerically. Jenkins & Traub, whatever. Choose the correct solution from that set of roots, excluding any solutions that are complex, and only picking a solution if it lies inside the cubic segment in question. Make sure you exclude the points that correspond to local maxima of the distance.
All of this can be efficiently done, and no iterative optimizer besides a polynomial root finder need be used, thus one does not require the use of optimization tools that require starting values, finding only a solution near that starting value.
For example, in the 3-d figure I show a curve generated by a set of points in 3-d (in red), then I took another set of points that lay in a circle outside, I computed the closest point on the inner curve from each, drawing a line down to that curve. These points of minimum distance were generated by the scheme outlined above.
I just wanna give you a few hints, in for the case Q.B.Curve // segment :
to get a fast enough computation, i think you should first think about using a kind of 'bounding box' for your algorithm.
Say P0 is first point of the Q. B. Curve, P2 the second point, P1 the control point, and P3P4 the segment then :
Compute distance from P0, P1, P2 to P3P4
if P0 OR P2 is nearest point --> this is the nearest point of the curve from P3P4. end :=).
if P1 is nearest point, and Pi (i=0 or 1) the second nearest point, the distance beetween PiPC and P3P4 is an estimate of the distance you seek that might be precise enough, depending on your needs.
if you need to be more acurate : compute P1', which is the point on the Q.B.curve the nearest from P1 : you find it applying the BQC formula with t=0.5. --> distance from PiP1' to P3P4 is an even more accurate estimate -but more costly-.
Note that if the line defined by P1P1' intersects P3P4, P1' is the closest point of QBC from P3P4.
if P1P1' does not intersect P3P4, then you're out of luck, you must go the hard way...
Now if (and when) you need precision :
think about using a divide and conquer algorithm on the parameter of the curve :
which is nearest from P3P4 ?? P0P1' or P1'P2 ??? if it is P0P1' --> t is beetween 0 and 0.5 so compute Pm for t=0.25.
Now which is nearest from P3P4?? P0Pm or PmP1' ?? if it is PmP1' --> compute Pm2 for t=0.25+0.125=0.375 then which is nearest ? PmPm2 or Pm2P1' ??? etc
you will come to accurate solution in no time, like 6 iteration and your precision on t is 0.004 !! you might stop the search when distance beetween two points becomes below a given value. (and not difference beetwen two parameters, since for a little change in parameter, points might be far away)
in fact the principle of this algorithm is to approximate the curve with segments more and more precisely each time.
For the curve / curve case i would first 'box' them also to avoid useless computation, so first use segment/segment computation, then (maybe) segment/curve computation, and only if needed curve/curve computation.
For curve/curve, divide and conquer works also, more difficult to explain but you might figure it out. :=)
hope you can find your good balance for speed/accuracy with this :=)
Edit : Think i found for the general case a nice solution :-)
You should iterate on the (inner) bounding triangles of each B.Q.C.
So we have Triangle T1, points A, B, C having 't' parameter tA, tB, tC.
and Triangle T2, points D, E, F, having t parameter tD, tE, tF.
Initially we have tA=0 tB=0.5 tC= 1.0 and same for T2 tD=0, tE=0.5, tF=1.0
The idea is to call a procedure recursivly that will split T1 and/or T2 into smaller rectangles until we are ok with the precision reached.
The first step is to compute distance from T1 from T2, keeping track of with segments were the nearest on each triangle. First 'trick': if on T1 the segment is AC, then stop recursivity on T1, the nearest point on Curve 1 is either A or C. if on T2 the nearest segment is DF, then stop recursivity on T2, the nearest point on Curve2 is either D or F. If we stopped recursivity for both -> return distance = min (AD, AF, CD, CF). then if we have recursivity on T1, and segment AB is nearest, new T1 becomes : A'=A B= point of Curve one with tB=(tA+tC)/2 = 0.25, C=old B. same goes for T2 : apply recursivityif needed and call same algorithm on new T1 and new T2. Stop algorithm when distance found beetween T1 and T2 minus distance found beetween previous T1 and T2 is below a threshold.
the function might look like ComputeDistance(curveParam1, A, C, shouldSplitCurve1, curveParam2, D, F, shouldSplitCurve2, previousDistance) where points store also their t parameters.
note that distance (curve, segment) is just a particular case of this algorithm, and that you should implement distance (triangle, triangle) and distance (segment, triangle) to have it worked. Have fun.
1.Simple bad method - by iteration go by point from first curve and go by point from second curve and get minimum
2.Determine math function of distance between curves and calc limit of this function like:
|Fcur1(t)-Fcur2(t)| ->0
Fs is vector.
I think we can calculate the derivative of this for determine extremums and get nearest and farest points
I think about this some time later, and post full response.
Formulate your problem in terms of standard analysis: You have got a quantity to minimize (distance), so you formulate an equation for this quantity and find the points where the first derivatives are zero. Parameterize with a single parameter by using the curve's parameter p, which is between 0 for the first point and 1 for the last point.
In the line case, the equation is fairly simple: Get the x/y coordinates from the spline's equation and compute the distance to the given line via vector equations (scalar product with the line's normal).
In the curve's case, the analytical solution could get pretty complicated. You might want to use a numerical minimization technique such as Nelder-Mead or, since you have a 1D continuous problem, simple bisection.
In the case of a Bézier curve and a line
There are three candidates for the closest point to the line:
The place on the Bézier curve segment that is parallel to the line (if such a place exists),
One end of the curve segment,
The other end of the curve segment.
Test all three; the shortest distance wins.
In the case of two Bézier curves
Depends if you want the exact analytical result, or if an optimised numerical result is good enough.
Analytical result
Given two Bézier curves A(t) and B(s), you can derive equations for their local orientation A'(t) and B'(s). The point pairs for which A'(t) = B'(s) are candidates, i.e. the (t, s) for which the curves are locally parallel. I haven't checked, but I assume that A'(t) - B'(s) = 0 can be solved analytically. If your curves are anything like those you show in your example, there should be either only one solution or no solution to that equation, but there could be two (or infinitely many in the case where the curves identical but translated -- in which case you can ignore this because the winner will always be one of the curve segment endpoints).
In an approach similar to the curve-line case outline above, test each of these point pairs, plus the curve segment endpoints. The shortest distance wins.
Numerical result
Let's say the points on the two Bézier curves are defined as A(t) and B(s). You want to minimize the distance d( t, s) = |A(t) - B(s)|. It's a simple two-parameter optimization problem: find the s and t that minimize d( t, s) with the constraints 0 ≤ t ≤ 1 and 0 ≤ s ≤ 1.
Since d = SQRT( ( xA - xB)² + (yA - yB)²), you can also just minimize the function f( t, s) = [d( t, s)]² to save a square root calculation.
There are numerous ready-made methods for such optimization problems. Pick and choose.
Note that in both cases above, anything higher-order than quadratic Bézier curves can giver you more than one local minimum, so this is something to watch out for. From the examples you give, it looks like your curves have no inflexion points, so this concern may not apply in your case.
The point where there normals match is their nearest point. I mean u draw a line orthogonal to the line. .if that line is orthogonal to the curve as well then the point of intersection is the nearest point

How do you calculate the reflex angle given two vectors in 3D space?

I want to calculate the angle between two vectors a and b. Lets assume these are at the origin. This can be done with
theta = arccos(a . b / |a| * |b|)
However arccos gives you the angle in [0, pi], i.e. it will never give you an angle greater than 180 degrees, which is what I want. So how do you find out when the vectors have gone past the 180 degree mark? In 2D I would simply let the sign of the y-component on one of the vectors determine what quadrant the vector is in. But what is the easiest way to do it in 3D?
EDIT: I wanted to keep the question general but here we go. I'm programming this in c and the code I use to get the angle is theta = acos(dot(a, b)/mag(a)*mag(b)) so how would you programmatically determine the orientation?
This works in 2D because you have a plane defined in which you define the rotation.
If you want to do this in 3D, there is no such implicit 2D plane. You could transform your 3D coordinates to a 2D plane going through all three points, and do your calculation inside this plane.
But, there are of course two possible orientations for the plane, and that will affect which angles will be > 180 or smaller.
I came up with the following solution that takes advantage of the direction change of the cross product of the two vectors:
Make a vector n = a X b and normalize it. This vector is normal to the plane spanned by a and b.
Whenever a new angle is calculated compare it with the old normal. In the comparison, treat the old and the current normals as points and compute the distance between them. If this distance is 2 the normal (i.e. the cross product a X b has flipped).
You might want to have a threshold for the distance as the distance after a flip might be shorter than 2, depending on how the vectors a and b are oriented and how often you update the angle.
One solution that you could use:
What you effectively need to do is create a plane that one of the vectors is coplanar to.
Getting the cross product of both vectors will create a plane, then is you get the normal of this plane, you can get the angle between this and the vector you need to get the signed angle for, and you can use the angle to determine the sign.
If the angle is greater than 90 degrees, then it is below the created plane; less than 90 degrees, and it is above.
Depending on cost of calculations, the dot product can be used at this stage instead of the angle.
Just make sure that you always calculate the normals by the same order of vectors.
This is useable more easily if you're using the XYZ axes, and that's what you're comparing against, since you already have the vectors needed for the plane.
There are possbly more efficient solutions, but this is one I came up with.
Edit: clarification of created vectors
a X b = p. This is perpendicular to both a and b.
Then, do either:
a X p or b X p to create another vector that is the normal to the plane created by the 2 vectors. Choice of vector depends on which you're trying to find the angle for.
Strictly speaking, two 3D vectors always have two angles between them - one below or equal to 180, the other over or equal to 180. Arccos gives you one of them, you can get the other by subtracting from 360. Think of it that way: imagine two lines intersect. You have 4 angles there - 2 of one value, 2 of another. What's the angle between the lines? No single answer. Same here. Without some kind of extra criteria, you can not, in theory, tell which of the two angle values should be taken into account.
EDIT: So what you really need is an arbitrary example of fixing an orientation. Here's one: we look from the positive Z direction. If the plane between the two vectors contains the Z axis, we look from the positive Y direction. If the plane is YZ, we look from the positive X direction. I'll think how to express this in coordinate form, then edit again.

Resources