What is the difference between linear and geodesic interpretation? - geometry

While trying to understand the difference between LineStringSegment and GeodesicSegment, I concluded that the difference is the interpretation of the segment (correct me if I am wrong).
Could someone explain the difference between linear and geodesic interpretation.

GeodesicString uses geodesic interpolation -- that is, interpolation over the surface of the planet. If you had a geodesic segment from the north pole to the equator, the result would be an arc following the surface; if you had a linear segment, the result would be a line tunneling underground.

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Is the minimal distance of a line to a point always orthongonal to the line

I have a point and a (curved) line. Now I want to find the distance to the line where the direction from the point to the point on the line stands orthogonal on the line.
Intuitively I think that the shortest connection between the closest point on the line and the point is always orthogonal, but I'm not 100% sure that my geometry intuition is correct. Can you confirm that for finding the orthogonal connection between a point and a point on a line it is enough to check the closed point on the line?
What you wrote can be true, subject to conditions.
Your curve must be either closed, or start/end infinitely far away (like the shape of y=1/x or y=x^2). Otherwise, the closest distance can be to an end point of the curve.
The curve must be smooth. For instance, a triangle is not smooth, the normal is not defined at the 3 vertices and the closest distance can be a distance to the vertex. Another example, cubic Bézier splines may contain a singularity where the normal is not defined, see the top right picture:
Again, closest distance might be a distance to that singularity point.
Also, don’t forget it can be multiple points on the curve with orthogonal connection. You gonna have to find all of them, and use the minimum distance found. Moreover, in some cases “all of them” can be “infinitely many”, if the curve contains a piece of a circular arc.

Fitting a transition + circle + transition curve to a set of measured points

I am dealing with a reverse-engineering problem regarding road geometry and estimation of design conditions.
Suppose you have a set of points obtained from the measurement of positions of a road. This road has straight sections as well as curve sections. Straight sections are, of course, represented by lines, and curves are represented by circles of unknown center and radius. There are, as well, transition sections, which may be clothoids / Euler spirals or any other usual track transition curve. A representation of the track may look like this:
We know in advance that the road / track was designed taking this transition + circle + transition principle into account for every curve, yet we only have the measurement points, and the goal is to find the parameters describing every curve on the track, this is, the transition parameters as well as the circle's center and radius.
I have written some code using a nonlinear optimization algorithm, where a user can select start and end points and fit a circle that to the arc section between them, as it shows in next figure:
However, I don't find a suitable way to take the transition into account. After giving it some thought I came to think that this s because, given a set of discrete points -with their measurement error- representing a full curve, it is not entirely clear where to consider it "begins" and where it "ends" and, moreover, it is less clear where to consider the transition, the proper circle and the exit transition "begin" and "end".
Is there any work on this subject which I may have missed? is there a proper way to fit the whole transition + curve + transition structure into the set of points?
As far as I know, there's no method to fit a sequence clothoid1-circle-clothoid2 into a given set of points.
Basic facts are that two points define a straight, and three points define a unique circle.
The clothoid is far more complex, because you need: The parameter A, the final radius Rf, an initial point px,py, the radius Ri at that point, and the tangent T (angle with X-axis) at that point.
These are 5 data you may use to find the solution.
Due to clothoid coords are calculated by expanded Fresnel integrals (see https://math.stackexchange.com/a/3359006/688039 a little explanation), and then apply a translation & rotation, there's no an easy way to fit this spiral into a set of given points.
When I've had to deal with your issue, what I've done is:
Calculate the radius for triplets of consecutive points: p1p2p3, p2p3p4, p3p4p5, etc
Observe the sequence of radius. Similar values mean a circle, increasing/decreasing values mean a clothoid; Big values would mean a straight.
For each basic element (line, circle) find the most probably characteristics (angles, vertices, radius) by hand or by some regression method. Many times the common sense is the best.
For a spiral you may start with aproximated values, taken from the adjacent elements. These values may very well be the initial angle and point, and the initial and final radius. Then you need to iterate, playing with Fresnel and 'space change' until you find a "good" parameter A. Then repeat with small differences in the other values, those you took from adjacents.
Make the changes you consider as good. For example, many values (A, radius) use to be integers, without decimals, just because it was easier for the designer to type.
If you can make a small applet to do these steps then it's enough. Using a typical roads software helps, but doesn't avoid you the iteration process.
If the points are dense compared to the effective radii of curvature, estimate the local curvature by least square fitting of a circle on a small number of points, taking into account that the curvature is most of the time zero.
You will obtain a plot with constant values and ramps that connect them. You can use an estimate of the slope at the inflection points to figure out the transition points.

Line intesection in 3D with uncertainties

I have to compute the intersection of two lines in 3D space.
This qestion itself has already been adressed.
The reason why I am posting is that the lines both come with some uncertainties
in their direction.
This is represented on the figure below. Each line comes with its own coordinate axes. Uncertainty is represented by a matrix covariance, this one is generally diagonal with the azimut and elevation variance as elements. The uncertainty is geometrically represented by a conic with the line as center axe and delimited by the standard deviation (square of variance).
So, ideally, what I would like to compute is the intersection volume between these conics. Whether these ones really intersects depend on the implicit probability distributions. If you assume them to be gaussian, the intersection will always exist except that if line directions are very distant, it will have a very poor probability.
This is what I would like to assess numerically : get the volume intersection and its probability.
I assume the probability distributions of both lines to be independent.
For the moment, what I figured out is to compute the distance between both lines.
If this one is zero, they really intersect. This distance is a segment perpendicular to both lines. My guess is that the middle point of this segment will represent the point with best probability for lines to intersect.
Then, I would assume the probability distribution around that point to be gaussian and compute its covariance matrix numerically.
Do you agree with this method ? or think there would be a better way ?
Regards

Find the closest point on a curve to a given point

The curve is in fact the trajectory of a bus, the curve is represented by many (up to a few thousand) discrete points on the curve (the points were recorded by a GPS device installed on the bus).
Input a point P, I need to find the closest point on the curve to the point P. The point P is usually no more than 30m away from the trajectory of the bus. Note, the closest point isn't necessary a point recorded by the GPS device, it could be a point somewhere between two recorded points.
First I need an algorithm to recover the trajectory from those recorded points. It would be great if the interpolated curve could show sharp turns made by the bus. Which curve is best for such task ? Is Bezier curve good enough ? And finally I have to calculate the closest point on the curve, of course the algorithm completely depends on the kind of curve chosen.
I'm doing some research, and don't have much knowledge in curve interpolation, so any suggestions are welcome.
For computing the trajectory from recorded points, I recommended using the centripetal or chord-length Catmull-Rom splines. See link for more details. Catmll-Rom splines are in fact special cubic Hermite curves, which can be easily converted into cubic Bezier curves. Please note that the result from Catmull-Rom spline is a G1 curve only in general. If you want the trajectory to be with higher continuity (such as C2), you can go with natural cubic splines or general B-spline interpolation. Whatever approach you take, it is advised to keep the spline's degree no higher than 5. Degree 3 is a popular choice.
Once you have the mathematical representation for the trajectory, you can compute the minimum distance between a given point P and the trajectory. In general, the squared distance between point P and a curve C(t) is represented as D(t) = |P-C(t)|^2. The minimum of D will happen at where its first derivative is zero, which means we have to find the root for the following equation:
dD/dt = 2*(P-C(t)).C'(t) =0
When C(t) is of degree 3, dD/dt will be of degree 5. This is the reason why it is recommended to use a low degree curve earlier.
There are many literatures or online materials talking about how to find the root of a polynomial (of any degree) efficiently and robustly. Here is another SO post that might be useful.

How to offset a cubic bezier curve?

I'm trying to create a "parrallel" bezier curve. In my attempts I've gotten close but no cigar. I'm trying to keep a solid 1px offset between the 2 curves (red,blue).
My main goal is use a edge offseting algorythm to expand/shrink a svg path.
Solution
For anyone else who is looking for a solution, I've create a AS3 version.
http://seant23.wordpress.com/2010/11/12/offset-bezier-curves/
I hope you found my math paper useful
Quadratic bezier offsetting with selective subdivision
https://microbians.com/mathcode
From wikipedia: ( http://en.wikipedia.org/wiki/B%C3%A9zier_curve )
The curve at a fixed offset from a given Bézier curve, often called an offset curve (lying "parallel" to the original curve, like the offset between rails in a railroad track), cannot be exactly formed by a Bézier curve (except in some trivial cases). However, there are heuristic methods that usually give an adequate approximation for practical purposes.
You might also see the paper indicated here:
Outline of cubic bezier curve stroke
What you ask for is called a parallel or offset curve in mathematics. The Wikipedia article (quoted above by others) on Bezier curves failed to link to the right article for "offset curve", but I've fixed that a few seconds ago. In the world of vector graphics, that same notion is called stroking the path.
In general, for cubic/Bezier curve the offset curve is a 10th order polynomial! Source: Kilgard, p. 28
If all you want to do is rasterize such offset curves, rather than compute their analytic form, you can for example look at the sources of ghostscript. You could also look at this patent application to see how NV_path_rendering does it.
If you want to covert/approximate the offset curves, then the TUG paper on MetaFog for covering METAFONT to PostScript fonts is a good reading. The METAFONT system, which predated PostScript allowed fonts to be described by the (more mathematically complex) operation of stroking, but PostScript Type 1 fonts only allow filling to be used (unlike PostScript drawings in general) for reasons of speed.
Another algorithm for approximating the offsets as (just two) Beziers (one on each side), with code in PostScript, is given in section 7 of this paper by Gernot Hoffmann. (Hat tip to someone on the OpenGL forum for finding it.)
There are in fact a lot of such algorithms. I found a 1997 survey of various algorithms for approximating offset curves. They assume the progenitor curves are Beziers or NURBS.
It's not possible in general to represent the offset of a cubic Bezier curve as a cubic Bezier curve (specifically, this is problematic when you have cusps or radius of curvature close to the offset distance). However, you can approximate the offset to any level of accuracy.
Try this:
Offset the Beziers in question (what you have already seems pretty decent)
Measure the difference between each original curve and corresponding offset curves. I'd try something like 10 samples and see if it works well.
For any offset that's outside of tolerance, subdivide (using the deCastlejau algorithm for Beziers) and iterate.
I haven't implemented an offset (because the kernels I use already have one), but this seems like something to try.

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