Close the border of a polyhedron - geometry

I have a polyhedron which has one face missing. I have a library function which can help close the border after sending in an array of points in CCW order:
class Mesh {
// points need to be in CCW order when see from the ouside of this polyhedron
void addAFace(std::vector<Point> points);
}
I have found the vertices on the border and have put them in an array one after the other. How can I know if the order of vertices in this array is in counter-clockwise or clockwise order when seeing from the outside of the polyhedron?
For example, the vertices should be in the order of 0, 1, 2, 3
The polyhedron may be non-convex.

For convex polyhedron: get any point Px in polyhedron not belonging to that face (for example, vertex 4, 5, 6 or 7 for your example) and check sign of triple product - should be negative for CCW order
((P1 - P0) .cross. (P2 - P1)) .dot. (Px - P1)
If there is no guarantee that P0-P3 are properly ordered, then it is needed to check signs of triple products for all face vertices triplets
If polygon is concave, you need some point near given face but lying inside polyhedron. For example, choose any triplet of consequent vertices with acute internal angle, get center of triangle and shift this center along normal by small distance. Check that shifted point is inside, make reflection otherwise.

Related

How do you determine if a list of of points in 3D space are in clock-wise order?

point[0] = (0,1,1)
point[1] = (1,1,1)
point[2] = (0,0,1)
point[3] = (1,0,1)
For examples below, each point above maps to an index in the visualization below.
0----------1
| |
| |
| |
3----------2
You can't.
If the points are not coplanar, it is even impossible to define an orientation.
If the points are coplanar, you can look at their plane from both sides.
If you want this information with respect to an observer, project the vertices to the viewing plane (to reduce to 2D) and compute the algebraic area by the shoelace formula. The sign tells you the orientation.
You can but only in respect to some direction ...
taking your example if you are looking on it as is its CW however if you look at it from behind its CCW ... if you look from sides (perpendicularly so the face is projected to line) we can not tell.
So the usual approach is to do a cross product of the vertices. This will give you normal vector of the face but the direction is determined by the CW/CCW. Now the result compare to reference direction by dot product. So:
vec3 p0,p1,p2; // 3 vertexes of your face not on single line
vec3 dir; // reference direction
float winding = dot( cross( p1-p0 , p2-p1 ) , dir )
Now the winding sign tells you if the face is CW or CCW in respect to dir. Which one it is depends on your notations. However this works only for convex polygons (or in convex part of concave ones) !!!
In computer graphics the reference direction is usually camera view direction. So once in camera local space coordinate system the direction is z axis so inspecting the z coordinate of the cross product is enough. This is known as face culling (skipping polygons with wrong winding in GL set by GL_CULL_FACE)...
You can look at the reference dir as an axis of rotation aorund which you are determining if the points are CW or CCW ...

How to calculate correct plane-frustum intersection?

Question:
I need to calculate intersection shape (purple) of plane defined by Ax + By + Cz + D = 0 and frustum defined by 4 rays emitting from corners of rectangle (red arrows). The result shoud be quadrilateral (4 points) and important requirement is that result shape must be in plane's local space. Plane is created with transformation matrix T (planes' normal is vec3(0, 0, 1) in T's space).
Explanation:
This is perspective form of my rectangle projection to another space (transformation / matrix / node). I am able to calculate intersection shape of any rectangle without perspective rays (all rays are parallel) by plane-line intersection algorithm (pseudocode):
Definitions:
// Plane defined by normal (A, B, C) and D
struct Plane { vec3 n; float d; };
// Line defined by 2 points
struct Line { vec3 a, b; };
Intersection:
vec3 PlaneLineIntersection(Plane plane, Line line) {
vec3 ba = normalize(line.b, line.a);
float dotA = dot(plane.n, l.a);
float dotBA = dot(plane.n, ba);
float t = (plane.d - dotA) / dotBA;
return line.a + ba * t;
}
Perspective form comes with some problems, because some of rays could be parallel with plane (intersection point is in infinite) or final shape is self-intersecting. Its works in some cases, but it's not enough for arbitary transformation. How to get correct intersection part of plane wtih perspective?
Simply, I need to get visible part of arbitary plane by arbitary perspective "camera".
Thank you for suggestions.
Intersection between a plane (one Ax+By+Cx+D equation) and a line (two planes equations) is a matter of solving the 3x3 matrix for x,y,z.
Doing all calculations on T-space (origin is at the top of the pyramid) is easier as some A,B,C are 0.
What I don't know if you are aware of is that perspective is a kind of projection that distorts the z ("depth", far from the origin). So if the plane that contains the rectangle is not perpendicular to the axis of the fustrum (z-axis) then it's not a rectangle when projected into the plane, but a trapezoid.
Anyhow, using the projection perspective matrix you can get projected coordinates for the four rectangle corners.
To tell if a point is in one side of a plane or in the other just put the point coordinates in the plane equation and get the sign, as shown here
Your question seems inherently mathematic so excuse my mathematical solution on StackOverflow. If your four arrows emit from a single point and the formed side planes share a common angle, then you are looking for a solution to the frustum projection problem. Your requirements simplify the problem quite a bit because you define the plane with a normal, not two bounded vectors, thus if you agree to the definitions...
then I can provide you with the mathematical solution here (Internet Explorer .mht file, possibly requiring modern Windows OS). If you are thinking about an actual implementation then I can only direct you to a very similar frustum projection implementation that I have implemented/uploaded here (Lua): https://github.com/quiret/mta_lua_3d_math
The roadmap for the implementation could be as follows: creation of condition container classes for all sub-problems (0 < k1*a1 + k2, etc) plus the and/or chains, writing algorithms for the comparisions across and-chains as well as normal-form creation, optimization of object construction/memory allocation. Since each check for frustum intersection requires just a fixed amount of algebraic objects you can implement an efficient cache.

Graphics: Creating a 3D cylinder

I have a problem with creating 3D cylinders (without OpenGL). I understand that a mesh is used to create the cylinder surface and triangle fans are used to create the top and bottom caps. I have already implemented the mesh but not the planar triangle fans, so currently my 3D object looks like a cylinder without the bottom and top cap.
I believe this is what I need to do in order to create the bottom and top caps. First, find the center point of the cylinder mesh. Second, find the vertices of the mesh. Third, using the center point and the 2 vertex points, create the triangle. Fourth, repeat the steps until a planar circle is created.
Are the above steps a sufficient way of creating the caps or is there a better way? And how do I find the vertices of the mesh so I can create the triangle fans?
First some notes:
you did not specify your platform
gfx interface
language
not enough info about your cylinder either
is it axis aligned?
what coordinate system (Cartesian/orthogonal/orthonormal)?
need additional dimensions like color or texture coordinates?
So I can provide just generic info then
Axis aligned cylinder
choose the granularity N
number of points along your cap's circle
usually 20-36 is OK but if you need higher precision then sometimes you need even 1000 points or more
all depends on the purpose,zoom, angle and distance of view ...
and performance issues
for now let N=32
you need BR (boundary representation)
you did not specify gfx interface but your text implies BR model (surface polygons)
also no pivot point position so I will choose middle point of cylinder to be (0,0,0)
z axis will be the height of cylinder
and the caps will be coplanar with xy plane
so for cylinder is enough set of 2 rings (caps)
so the points can be defined in C++ like this:
const int N=32; // mesh complexity
double p0[N][3],p1[N][3]; // rings`
double a,da,c,s,r,h2; // some temp variables
int i;
r =50.0; // cylinder radius
h2=100.0*0.5; // half height of cyliner
da=M_PI/double(N-1);
for (a=0.0,i=0;i<N;i++,a+=da)
{
c=r*cos(a);
s=r*sin(a);
p0[i][0]=c;
p0[i][1]=s;
p0[i][2]=+h2;
p1[i][0]=c;
p1[i][1]=s;
p1[i][2]=-h2;
}
the ring points are as closed loop (p0[0]==p0[N-1])
so you do not need additional lines to handle it...
now how to draw
cant write the code for unknown api but
'mesh' is something like QUAD_STRIP I assume
so just add points to it in this order:
QUAD_STRIP = { p0[0],p1[0],p0[1],p1[1],...p0[N-1],p1[N-1] };
if you have inverse normal problem then swap p0/p1
now for the fans
you do not need the middle point (unless you have interpolation aliasing issues)
so similar:
TRIANGLE_FAN0 = { p0[0],p0[1],...p0[N-1] };
TRIANGLE_FAN1 = { p1[0],p1[1],...p1[N-1] };
if you still want the middle point then:
TRIANGLE_FAN0 = { (0.0,0.0,+h2),p0[0],p0[1],...p0[N-1] };
TRIANGLE_FAN1 = { (0.0,0.0,-h2),p1[0],p1[1],...p1[N-1] };
if you have inverse normal problem then reverse the points order (middle point stays where it is)
Not axis aligned cylinder?
just use transform matrix on your p0[],p1[] point lists to translate/rotate to desired position
the rest stays the same

Finding the reflection region in polar coordinates

Say we are rendering an image for an IKEA catalog that includes a mug of a smooth, mirror-like surface.
The mug will be illuminated by an environment map of a room interior with a window, a
directional light, and a ambient component.
The environment map is represented in spherical coordinates using φ and θ
(e.g. point (1, 0, 0) is (φ = 90◦, θ = 90◦); point (-1, 0, 0) is (φ = 90◦, θ = −90◦)).
The camera is positioned at (0, 0, 20), viewing in direction (0, 0, -1) with up direction (0, 1, 0). The mug is centered at the coordinates origin, with height 10 and radius 5. The mug’s axis is aligned
with the y axis. And the whole mug can be captured in the image.
For a nice product photo we’d like to see the window reflected in the side of the mug. Where
can the window be placed in the environment map where it will be reflected in the side of
the cylindrical mug? Compute the (φ, θ) coordinates of the corners of the region and of the highest and lowest phi and theta that will be reflected in the mug.
How do I approach this problem? Is there a specific equation I should be utilizing? Thanks in advance.
You can solve that by casting rays from the viewer to the mug and reflect them to the map. Say one ray per corner of the desired reflected quadrilateral on the mug.
Reflection is simply computed by the reflection law: the normal to the surface is the bissectrix of the incident and reflected rays.
First compute the incident ray from the viewer to one of the chosen corners. Then compute the normal at that point (it's perpendicular to the axis of rotation of the mug, in the direction of the radius to the point). From the incident vector and the normal, you will find the direction of the reflected vector.
Turning this vector to spherical coordinates will give you a corner of the quadrilateral in the environment map.

reconstructing circles from Bezier curves

I am trying to reconstruct original graphics primitives from Postscript/SVG paths. Thus an original circle is rendered (in SVG markup) as:
<path stroke-width="0.5" d="M159.679 141.309
C159.679 141.793 159.286 142.186 158.801 142.186
C158.318 142.186 157.925 141.793 157.925 141.309
C157.925 140.825 158.318 140.432 158.801 140.432
C159.286 140.432 159.679 140.825 159.679 141.309" />
This is an approximation using 4 Beziers curves to create a circle.In other places circular arcs are approximated by linked Bezier curves.
My question is whether there is an algorithm I can use to recognize this construct and reconstruct the "best" circle. I don't mind small errors - they will be second-order at worst.
UPDATE: Note that I don't know a priori that this is a circle or an arc - it could be anything. And there could be 2, 3 4 or possibly even more points on the curve. So I'd really like a function of the sort:
error = getCircleFromPath(path)
where error will give an early indication of whether this is likely to be a circle.
[I agree that if I know it's a circle it's an easier problem.]
UPDATE: #george goes some way towards answering my problem but I don't think it's the whole story.
After translation to the origin and normalization I appear to have the following four points on the curve:
point [0, 1] with control point at [+-d,1] // horizontal tangent
point [1, 0] with control point at [1,+-d] // vertical tangent
point [0, -1] with control point at [+-d,-1] // horizontal tangent
point [-1, 0] with control point at [-1,+-d] // vertical tangent
This guarantees that the tangent at each point is "parallel" to the path direction at the point. It also guarantees the symmetry (4-fold axis with reflection. But it does not guarantee a circle. For example a large value of d will give a rounded box and a small value a rounded diamond.
My value of d appears to be about 0.57. This might be 1/sqrt(3.) or it might be something else.It is this sort of relationship I am asking for.
#george gives midpoint of arc as;
{p1,(p1 + 3 (p2 + p3) + p4)/8,p4}
so in my example (for 1,0 to 0,1) this would be:
[[1,0]+3[1,d]+3[d,1]+[0,1]] / 8
i.e.
[0.5+3d/8, 3d/8+0.5]
and if d =0.57, this gives 0.71, so maybe d is
(sqrt(0.5)-0.5)*8./3.
This holds for a square diamond, but for circular arcs the formula must be more general and I'd be grateful if anyone has it. For example, I am not familiar with Bezier math, so #george's formula was new to me
enter code here
Without doing all the math for you.. this may help:
there are always 4 control points on a bezier.
Your curve is 4 beziers linked together with points 1-4 , 4-7 , 7-10 , and 10-13 the control points
for each part. Points 1 , 4 , 7 and 10 (&13==1) lie exactly on the curve. To see if you have a nice circle calculate:
center = ( p1+p7 )/2 =( {159.679, 141.309} + {157.925, 141.309} ) / 2
= {158.802, 141.309}
verify you get the same result using points 4+10 -> {158.801, 141.309}
Once you know the center you can sample points along the curve and see if you have a constant distance.
If you only have a single bezier arc with 4 points a useful formula is that the midpoint is at
(p1 + 3 (p2 + p3) + p4)/8. So you can find the circle passing through three points:
{p1,(p1 + 3 (p2 + p3) + p4)/8,p4}
and again sample other points on the curve to decide if you indeed have a near circular arc.
Edit
the bezier formula is this:
x=(1-t)^3 p1 + 3 (1-t)^2 t p2 + 3 (1-t) t^2 p3 + t^3 p4 with parameter 0 < t < 1
so for example at t=1/4 you have
x=( 27 p1 + 27 p2 + 9 p3 + 1 p4 ) / 64
so once you find the center you can readily check a few points and calculate their distance.
I suspect if you only want to detect nearly exact circular arcs then checking two extra points with a tight tolerance will do the job. If you want to detect things that are approximately circular I would compute a bunch of points and use the average error as a criteria.
If all your elements are circle-like then you can just get the dimensions through path.getBBox() and generate a circle from there. In this case I'm considering ellipses, but you can easily translate it to actual circle elements:
var path = document.getElementById("circle_path");
var bbox = path.getBBox();
var rx = bbox.width/2;
var ry = bbox.height/2;
var cx = bbox.x + rx;
var cy = bbox.y + ry;
var ellipse = document.createElementNS(xmlns, "ellipse");
ellipse.setAttribute("fill", "none");
ellipse.setAttribute("stroke", "red");
ellipse.setAttribute("stroke-width", 0.1);
ellipse.setAttribute("cx", cx);
ellipse.setAttribute("cy", cy);
ellipse.setAttribute("rx", rx);
ellipse.setAttribute("ry", ry);
svg.appendChild(ellipse);
You can see a demo here:
http://jsfiddle.net/nwHm6/
The endpoints of the Bézier curves are probably on the circle. If so, it's easy to reconstruct the original circle.
Another possibility is to take the barycenter of the control points as the center of the circle because the control points are probably laid out symmetrically around the center. From the center, you get the radius as the average distance of the four control points closest to the center.
One can define an ellipse as a unit circle centred on (0,0), translated (2 params), scaled (2 params), and rotated (1 param). So on each arc take five points (t=0 ¼ ½ ¾ 1) and solve for these five parameters. Next take the in-between four points (t=⅛ ⅜ ⅝ ⅞), and test whether these lie on the same transformed circle. If yes, whoopee!, this is (part of) a transformed circle.
Immediately before and after might be another arc or arcn. Are these the same ellipse? If yes, and the subtended angles touch, then join together your descriptions of the pieces.

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