How to find all the roads / streets / highways within a polynomial - google-maps-api-3

This is a maps related question.
Summary: given a polynomial, I want to find all the roads / streets / highways within a polynomial.
The 'bounds' methodology does not seem to have way where I can ask it to give me all the roads within that bound
Similarly, the co-ordinate+radius methodology gives all the places like schools, but there is no way to get all the streets within that range.
We have tried to do something by creating our own polynomial using 4 coordinates, and then trying to estimate the roads, but we are far from the result. So we feel we are in wrong direction all-together.
The URL of my experiment is here: http://prototype.nextgeni.us/polygon/

I don't think this data is exposed by the API. What you're looking at is a collection of images with place names embedded into them. The closest thing I can think of would be to use the DirectionsService, which does give you street names (but not in a useful format). No idea how you could extend that to cover a whole polygon though, as it would just give you 1 route between markers, not all possible routes (and therefore not necessarily all streets in the polygon).

Related

Create graph of distinct routes

Problem I have a binary image with traversable and blocked cells. On this map points of interest (POIs) are set. My goal is to create a graph from these POIs respecting obstacles (see images) which represents all possible and truly distinct paths. Two paths are truly distinct if they can not be joined into one path. E.g. if the outside of the building in picture 1 was accessible a path around the building could not be merged with one through the building.
Researched I have looked at maze solvers and various shortest path finding algorithms (e.g. A*, Theta*, Phi*) and while they'd be useful for this problem they only search for a path between two points and don't consider already established routes.
Best Guess I am considering using Phi* to search for all possible routes and merge afterwards using magic (ideas?), but this will not give me truly distinct alternatives.
Can someone help?
P.S.: I'm using C++ and am not really eager to do this by myself, so if there is a library which already does this... :)
I found (and decided to use) a parallel thinning algorithm (Zhan-Suen for now) to create an image skeleton. This effectively makes the assumption that the geometry shapes the common routes, which is fine I think.
By using the Rutovitz crossing number I can extract bifurcations and crossings from the resulting skeleton. Then I'll determine the shortest line of sight from my Points of Interest (using Bresenham's algorithm) to the extracted crossings to connect them to the graph.
I hope this will help someone along the road :)

Mapping logical units

Most maps (maybe all of them) are just pictures made up of points, lines, fills and text. They don't incorporate any retrievable knowledge about the logical divisions they portray.
So if I want to combine a database of information about some logical entity, a well-defined neighborhood for example, with an accurate map of that neighborhood, I have to figure out how to render the neighborhood's map such that it's seamless when combined with the maps of adjacent neighborhoods.
I can brute-force it by going through the database of lat-long points that group to represent streets and similar, and add points where they pass through the logical boundaries of the neighborhood.
But I also have to do that for any other logical information I want to represent, e.g. school catchment areas, voting precincts, and so forth.
My question is: does anyone know of some software already written, C/C++ would be favorite, that handles this kind of interpolation? Or even a paper that discusses how to do it more elegantly than by brute force?

How does a non-tile based map works?

Ok, here is the thing. Recently i decided i wanted to understand how Random map generation works. I found some papers and some arguments. The most interesting one was "Diamond Square algorithm" and "Midpoint Displacement". I still have to try to apply those to a software, but other than that, i ran into this site: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
As you can see, the idea is to use polygons. But i have no idea how to apply that a Tile-Based map, not even how to create those polygons using the tools i have (c++ and sdl). I am assuming there is no way to do it ( please correct me if i am wrong.) But if i am not, how does a non-tile map works, and how are these polygons generated?
This answer will not give you directly the answers you're looking for, but hopefully will get you close enough!
The Problem
I think what blocks you is how to represent the data. You're probably used to a 2D grid that simply represent the type of each tile. As you know, this is fine to handle a tile-based map, but doesn't properly allow you to model worlds where tiles are of a different shape.
Graphs
What I suggest to you, is to see the problem a bit differently. A grid is nothing more than a graph (more info) with nodes that have 4 (or 8 if you allow diagonals) implicit neighbor nodes. So first, what I would do if I was you, would be to move from your strict standard 2D grid to a more "loose" graph, where each node has a position, a position, a list of neighbors (in most cases you'll have corners with 2 neighbors, borders with 3 and "middle" tiles with 4) and finally a rendering component which simply draws your tile on screen at the given position. Once this is done, you should be able to have the exact same results on screen that you currently have with your "2D Tile-Based" engine by simply calling the rendering component with each node who's bounding box (didn't touch it in what you should add to your node, but I'll get back to this later) intersects with the camera's frustum (in a 2D world, it would most likely if the position +/- the size intersects the RECT currently being drawn).
Search
The more generic approach will also help you doing stuff like pathfinding with generic algorithms that explore nodes until they find a valid path (see A* or Dijkstra). Even if you decided to stick to a good old 2D Tile Map game, these techniques would still be useful!
Yeah but I want Polygons
I hear you! So, if you want polygons, basically all you need to do, is add to your nodes a list of vertices and the appropriate data that you might need to render your polygons (either vertex color, textures and U/V maps, etc...) and update your rendering component to do the appropriate OpenGL (this for example should help) calls to draw your nodes. Once again, the first step to iteratively upgrade your 2D Tile Engine to a polygon map engine would be to, for each tile in your map, give each of your nodes two triangles, a texture resource (the tile), and U/V mappings (0,0 - 0,1 - 1,0 and 1,1). Once again, when this step is done, you should have a "generic" polygon based tile map engine. The creation of most of this data can be created procedurally by calculating coordinates based on tile position, tile size, etc...
Convex Polygons
If you decide that you ever might need NPCs to navigate on your map or want to allow your player to navigate by clicking the map, I would suggest that you always use convex polygons (the triangle being the simplest for of a convex polygon). This allows your code that assume that two different positions on the same polygon can be navigated to in straight line.
Complex Maps
Based on the link you provided, you want to have rather complex maps. In this case, the author used Voronoi Diagrams to generate the polygons of the map. There are already solutions to do triangulation like that, but you might also want to use other techniques that are easier to work with if you're just switching to 3D like this one for example. Once you have interesting results, you should consider implementing serialization to save/open your map data from the game. If you want to create an editor, be aware that it might be a lot of work but can be worth it if you want people to help you creating maps or to add elements to the maps (like geometry that's not part of the terrain).
I went all over the place with this answer, but hopefully it helps!
Just iterate over all the tiles, and do a hit-test from the centre of the tile to the polys. Turn the type of the tile into the type of the polygon. Did you need more than that?
EDIT: Sorry, I realize that probably isn't helpful. Playing with procedural algorithms can be fun and profitable. Start with a loop that iterates over all tiles and chooses randomly whether or not the tile is occupied. Then, iterate over them again and choose whether it is occupied or its neighbour is.
Also, check out the source code for this: http://dustinfreeman.org/toys/wall7-dustin.html

Pinning latitude longitude on a ski map

I have a map of a mountainous landscape, http://skimap.org/data/989/60/1218033025.jpg. It contains a number of known points, the lat-longs of which can be easily found out using Google maps. I wish to be able to pin any latitude longitude coordinate on the map, of course within the bounds of the landscape.
For this, I tried an approach that seems to be largely failing. I assumed the map to be equivalent to an aerial photograph of the Swiss landscape, without any info about the altitude or other coordinates of the camera. So, I assumed the plane perpendicular to the camera lens normal to be Ax+By+Cz-d=0.
I attempt to find the plane constants, using the known points. I fix my origin at a point, with z=0 at the sea level. I take two known points in the landscape, and using the equation for a line in 3D, I find the length of the projection of this line segment joining the two known points, on the plane. I multiply it by another constant K to account for the resizing of this length on a static 2d representation of this 3D image. The length between the two points on a 2d static representation of this image on this screen can be easily found in pixels, and the actual length of the line joining the two points, can be easily found, since I can calculate the distance between the two points with their lat-longs, and their heights above sea level.
So, I end up with an equation directly relating the distance between the two points on the screen 2d representation, lets call it Ls, and the actual length in the landscape, L. I have many other known points, so plugging them into the equation should give me values of the 4 constants. For this, I needed 8 known points (known parameters being their name, lat-long, and heights above sea level), one being my orogin, and the second being a fixed reference point. The rest 6 points generate a system of 6 linear equations in A^2, B^2, C^2, AB, BC and CA. Solving the system using a online tool, I get the result that the system has a unique solution with all 6 constants being 0.
So, it seems that the assumption that the map is equivalent to an aerial photograph taken from an aircraft, is faulty. Can someone please give me some pointers or any other ideas to get this to work? Do open street maps have a Mercator projection?
I would say that this impossible to do in an automatic way. The skimap should be considered as an image rather than a map, a map is an projection of the real world into one plane, since this doesn't fit skimaps very well they are drawn instead.
The best way is probably to manually define a lot of points in the skimap with known or estimated coordinates and use them to estimate the points betwween. To get an acceptable result you probably have to assign coordinates to each pixel in the skimap.
You could do something like the following: http://magazin.unic.com/en/2012/02/16/making-of-interactive-mobile-piste-map-by-laax/
I am solving the exact same issue. It is pretty hard and lots of maths. Taking me a few weeks to solve it. Interpolation is the key as well with lots of manual mapping. I would say that for a ski mountain it will take at least 1000/1500 points to be able to get the very basic. So, not a trivial task unless you can automate the collection of these points (what I am doing!) ;)

Convert lat/lon to zipcode / neighborhood name

I have a large collection of pictures with GPS locations, encoded as lat/lon coordinates, mostly in Los Angeles. I would like to convert these to (1) zipcodes, and (2) neighborhood names. Are there any free web services or databases to do so?
The best I can come up with so far is scrape the neighborhood polygons from the LA times page and try to find out in which polygon every coordinate is. However this might be quite a lot of work, and not all of my coordinates are in LA. As for the zipcodes, this 2004 database is the best I can find, however zipcodes are encoded as a single coordinates instead of a polygon. So the best I can do is find the minimum distance from a given coordinate to the given zipcode-coordinates, which is not optimal.
I was under the impression that google-maps or open-street-maps should be able to do this (as they seem to 'know' exactly where every neighboorhood and zipcode is), however I cannot find any API's to do the lookups / queries.
You can now do this directly within R itself thanks to the rather awesome ggmap package.
Like others mention, you'll be reverse geocoding using the google maps API (and therefore limited to 2,500 queries daily), but it's as simple as:
library("ggmap")
# generate a single example address
lonlat_sample <- as.numeric(geocode("the hollyood bowl"))
lonlat_sample # note the order is longitude, latitiude
res <- revgeocode(lonlat_sample, output="more")
# can then access zip and neighborhood where populated
res$postal_code
res$neighborhood
Use Reverse Geocoding to convert your lat/lon to addresses. It has some limit on the number of queries per day though.
Here is a nice blog post with examples how to geocode and reverse geocode using google-maps.
Try this one:
http://www.usnaviguide.com/zip.htm
There is some limit as to how many queries per day you can do on the site, but they also sell the complete database, which changes every few months.
Sorry that I don't know of any free resources.
As others suggested, geocode them into street address should work fine for zip code. i am not too sure about neighborhood, because you may have to look if street number is odd/even to see if it is located which side of a road that determines neighborhood.
An alternative way is to prepare GIS polygon feature (ESRI shape file for example), test each point against this set of polygons see which one it intersects.
zip code is very straighforward, you can download shape file from the census.
http://www.census.gov/cgi-bin/geo/shapefiles2010/main
neighborhood is harder, i'd guess. In another part of US i had to create my shape file on my own by combining definitions from municipal government, real-estate website, newspaper etc so that it looks like what people thinks neighborhood in the city are without having any overlap or gap. It can take some time to compose such set of polygons. you may crab census "block group", or even census "block" from the above page and merge them
Once you prepared polygon features, there are couple of GIS tools on different environment (stand-alone executable, GUI program, c/python/sql etc API, probably R as well, to do intersection of polygons and points.

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