Finding shared vertices among polygons - geometry

I have an interesting problem coming up soon and I've started to think about the algorithm. The more I think about it, the more I get frightened because I think it's going to scale horribly (O(n^4)), unless I can get smart. I'm having trouble getting smart about this one. Here's a simplified description of the problem.
I have N polygons (where N can be huge >10,000,000) that are stored as a list of M vertices (where M is on the order of 100). What I need to do is for each polygon create a list of any vertices that are shared among other polygons (Think of the polygons as surrounding regions of interest, sometimes the regions but up against each other). I see something like this
Polygon i | Vertex | Polygon j | Vertex
1 1 2 2
1 2 2 3
1 5 3 1
1 6 3 2
1 7 3 3
This mean that vertex 1 in polygon 1 is the same point as vertex 2 in polygon 2, and vertex 2 in polygon 1 is the same point as vertex 3 in polygon 2. Likewise vertex 5 in polygon 1 is the same as vertex 1 in polygon 3....
For simplicity, we can assume that polygons never overlap, the closest they get is touching at the edge, and that all the vertices are integers (to make the equality easy to test).
The only thing I can thing of right now is for each polygon I have to loop over all of the polygons and vertices giving me a scaling of O(N^2*M^2) which is going to be very bad in my case. I can have very large files of polygons, so I can't even store it all in RAM, so that would mean multiple reads of the file.
Here's my pseudocode so far
for i=1 to N
Pi=Polygon(i)
for j = i+1 to N
Pj=Polygon(j)
for ii=1 to Pi.VertexCount()
Vi=Pi.Vertex(ii)
for jj=1 to Pj.VertexCount()
Vj=Pj.Vertex(jj)
if (Vi==Vj) AddToList(i,ii,j,jj)
end for
end for
end for
end for
I'm assuming that this has come up in the graphics community (I don't spend much time there, so I don't know the literature). Any Ideas?

This is a classic iteration-vs-memory problem. If you're comparing every polygon with every other polygon, you'll run into a O(n^2) solution. If you build a table as you step through all the polygons, then march through the table afterwards, you get a nice O(2n) solution. I ask a similar question during interviews.
Assuming you have the memory available, you want to create a multimap (one key, multiple entries) with each vertex as the key, and the polygon as the entry. Then you can walk each polygon exactly once, inserting the vertex and polygon into the map. If the vertex already exists, you add the polygon as an additional entry to that vertex key.
Once you've hit all the polygons, you walk the entire map once and do whatever you need to do with any vertex that has more than one polygon entry.

If you have the polygon/face data you don't even need to look at the vertices.
Create an array from [0..M] (where M is the number of verts)
iterate over the polygons and increment the array entry of each vertex index.
This gives you an array that describes how many times each vertex is used.*
You can then do another pass over the polygons and check the entry for each vertex. If it's > 1 you know that vertex is shared by another polygon.
You can build upon this strategy further if you need to store/find other information. For example instead of a count you could store polygons directly in the array allowing you to get a list of all faces that use a given vertex index. At this point you're effectively creating a map where vertex indices are the key.
(*this example assumes you have no degenerate polygons, but those could easily be handled).

Well, one simple optimization would be to make a map (hashtable, probably) that maps each distinct vertex (identified by its coordinates) to a list of all polygons of which it is a part. That cuts down your runtime to something like O(NM) - still large but I have my doubts that you could do better, since I can't imagine any way to avoid examining all the vertices.

Related

Is there a way to have the same pattern across all the faces of an icosahedron?

This is the scenario: I have an icosahedron, therefore I have 12 vertices and 20 faces.
From the point of view of each vertex he is the center of an "extruded" pentagon, whose triangles are the faces of the icosahedron.
Let's say we want to name each of the vertices of each of these triangles from 1 to 3, always in a counterclockwise fashion, imagining that each vertex is not shared among different triangles.
(can't upload the image here for some reason sorry)
https://ibb.co/FmYfRG4
Is there a way to arrange the naming of the vertices inside each triangle so that every pentagon yields the same pattern of numbers along the five triangles?
As you can see by arranging the vertex names that way there would be the first pentagon with 1,1,1,1,1 but around it other pentagons couldn't have the same pattern.
EDIT: following Andrew Morton's comment I tried to write a possible sequence
I came up with two sequences of triangles: 1,2,3,1,3 for most pentagons, and 2,2,2,2,2 for the two caps.
I wonder if there is some additional optimization so that I only have one sequence instead of two, or maybe if there's is some mathematical demonstration that makes this impossible.

What's the translation that brings one 2D polygon completely inside another?

Given two 2D polygons, how do I calculate the shortest translation that brings the first inside the second?
Assume there is a solution (i.e. the first does in fact fit inside the second)
Prefer a simple algorithm over completeness of solution. For example if the algorithm is simplified by making assumptions about the shapes having a certain number of sides, being concave, etc. then make those assumptions.
I can imagine a brute force solution, where I first calculate which are the offending vertices that lie outside the initial polygon. I'd then iterate through these external vertices and find the closest edge to each. Then I'm stuck. Each distance from an external vertex to an edge creates a constraint (a "need to move"). I then need to solve this system of constraints to find the movement that fulfills them all without creating any new violations.
I'm not sure if this can be a general solution, but here is at least a point to start with:
We want to move the green polygon into the red polygon. We use several translations. Each translation is defined by a start point and an end point.
Step 1: Start point is the mid-point between the left-most vertex and the right-most vertex in green polygon. End point, same criterion with the red polygon:
Step 2: Start point is the mid-point between the top-most vertex and the low-most vertex. End point, same criterion with the red polygon:
Notice that setps 1 & 2 are kind of centering. This method with mid points is similar to use the bounding boxes. Other way would be using circumcircles, but they are hard to get.
Step 3: Find the vertex in red polygon closest to an edge in the green polygon. You will need to iterate over all of them. Find the line perpendicular to that edge:
Well, this is not perfect. Depending on the given polygons it's better to proceed the other way: closest vertex in green to edges in red. Choose the smallest distance.
Finally, move the green polygon along that line:
If this method doesn't work (I'm sure there are cases where it fails), then you can also move the inner polygon along a line (a red edge or a perpendicular) that solves the issue. And continue moving until no issues are found.

Looking for a fast polygon rendering algorithm

I am working with a Microchip dsPIC33FJ128GP802. It's a small DSP-based microcontroller, and it doesn't have much power (40 million instructions per second). I'm looking for a way to render a convex (i.e. simple) polygon. I am only dealing with 2D shapes, integer math, and set or clear pixels (i.e. 1 bit per pixel.) I already have routines for drawing fast horizontal and vertical lines (writing up to 16 pixels in 88 cycles), so I would like to use a scanline algorithm.
However, all the algorithms I have found seem to depend on division (which takes 18 cycles on this processor) and floating point math (which is emulated in software and so is very slow; it also takes up a lot of ROM), or assume that I have a large amount of memory. I only have 2K left, ~14K is used for graphics RAM of my 16K. So does anyone know of any good, embedded machine algorithms they can point me to with a simple C or pseudocode implementation which I can implement in assembly? Preferably on the 'net, I don't live near any good bookstores with many programming books.
Thanks. :)
EDIT: Clarification, this is a polygon filling algorithm I'm looking for. I can implement a polygon outline algorithm using Bresenham's line drawing algorithm (as Marc B suggests.)
EDIT #2: I wanted to let everyone know I got a basic algorithm up in Python. Here's a link to the code. Public domain code.
http://dl.dropbox.com/u/1134084/bresenham_demos.py
How about Bresenham's Line algorithm? After some setup, it's pure integer math, and can be adapted to draw a polygon by simple iteration of starting points along the polygon edges.
comments followup:
I'll try to draw this in ASCII, but it'll probably look like crud. Bresenham's can be used to draw a filled polygon by picking a starting edge, and iteratively moving a bresenham line across the canvas parallel to that point.
Let's say you've got some points like this:
*(1)
*(3)
*(2)
*(4)
These are numbered in left-right sort priority, so you pick the left-most starting point (1) and decide if you want to go vertically (start 1,2) or horizontally (1,3). That'd probably depend on how your DSP does its display, but let's go with vertical.
So... You use the 1-2 line as your starting bresenham line. You calculate the starting points of your fill lines by using lines 1-3 and 2-4 as your start/end points. Start a bresenham calculation for each, and draw another Bresenham between those two points. Kinda like:
1.1 -> 2.1, then 1.2 -> 2.2, then 1.3 -> 2.3
etc... until you reach the end of either of those lines. In this case, that'd be when the lower starting point reaches (4). At that point, you start iterating up the 4,3 line, until you reach point 3 with both starting points, and you're done.
*-------
\\\\\\\\ *
\\\\\\\\
*-----\\
------- *
Where the dashes are the starting points you calculated along 1-3 and 2-4, and the slashes are the fill lines.
Of course, this only works if the points are properly sorted, and you've got a convex polygon. If it's concave, you'll have to be very careful to not let your fill lines cross over the border, or do some pre-processing and subdivide the original poly into two or more convex ones.
You may want to look at Michael Abrash's articles on Dr Dobbs about polygon fill/raster/etc. It uses fixed-point math
Thomas, if you have a Bresenham line drawing algorithm available, then use it as a basis for further enhancement: divide your polygon to sub-polygons with an horizontal cutting line through every vertex. Then, start tracing the 2 left and right sides of each of these sub-polys, using Bresenham. This way you have the 2 end-points of each scan line in your polygon.
I would start by converting the polygon to a collection of triangles and render those, because triangles are easy to render by scanlines. Although even so there are some details.
Essentially, the draw-triangle sub-procedure will be given a raw triangle and proceed:
Reject degenerate triangles (where two of the three vertices overlap).
Sort the vertices in Y (since there are only three you can hardcode the sorting logic).
Now, at this point you should know that there will be three kinds of triangles: ones with a flat top, ones with a flat bottom, and "general" triangles. You want to handle a general triangle by essentially splitting it into one each of the flat types. This is because you don't want to have an if test every scanline to detect if the slope changed.
To render a flat triangle, you would run two Bresenham algorithms in parallel to iterate the pixels comprising the edges, and use the points they give you as the endpoints of each horizontal scanline.
It may be easier to break the problem into two parts. First, locate/write an algorithm that draws and fills a triangle. Second, write an algorithm that breaks up an arbitrary polygon into triangles (using different combinations of the vertices).
To draw/fill a triangle, use Bresenham's Line Algorithm to simultaneously draw a line between points 0 and 1, and between 1 and 2. For each input point x, draw the pixel if it is equal to or in between the y points generated by the two lines. When you reach one endpoint, continue by using the unfinished side and the side that has not yet been used.
Edit:
To break your convex polygon into triangles, arrange the points in order and call them P1, P2, ... PN. Let P1 be your "root" point, and build triangles using that point and combinations of adjacent points. For example, a pentagon would yield the three triangles P1-P2-P3, P1-P3-P4, and P1-P4-P5. In general, a convex polygon with N sides will decompose into N-2 triangles.

Decomposition to Convex Polygons

This question is a little involved. I wrote an algorithm for breaking up a simple polygon into convex subpolygons, but now I'm having trouble proving that it's not optimal (i.e. minimal number of convex polygons using Steiner points (added vertices)). My prof is adamant that it can't be done with a greedy algorithm such as this one, but I can't think of a counterexample.
So, if anyone can prove my algorithm is suboptimal (or optimal), I would appreciate it.
The easiest way to explain my algorithm with pictures (these are from an older suboptimal version)
What my algorithm does, is extends the line segments around the point i across until it hits a point on the opposite edge.
If there is no vertex within this range, it creates a new one (the red point) and connects to that:
If there is one or more vertices in the range, it connects to the closest one. This usually produces a decomposition with the fewest number of convex polygons:
However, in some cases it can fail -- in the following figure, if it happens to connect the middle green line first, this will create an extra unneeded polygon. To this I propose double checking all the edges (diagonals) we've added, and check that they are all still necessary. If not, remove it:
In some cases, however, this is not enough. See this figure:
Replacing a-b and c-d with a-c would yield a better solution. In this scenario though, there's no edges to remove so this poses a problem. In this case I suggest an order of preference: when deciding which vertex to connect a reflex vertex to, it should choose the vertex with the highest priority:
lowest) closest vertex
med) closest reflex vertex
highest) closest reflex that is also in range when working backwards (hard to explain) --
In this figure, we can see that the reflex vertex 9 chose to connect to 12 (because it was closest), when it would have been better to connect to 5. Both vertices 5 and 12 are in the range as defined by the extended line segments 10-9 and 8-9, but vertex 5 should be given preference because 9 is within the range given by 4-5 and 6-5, but NOT in the range given by 13-12 and 11-12. i.e., the edge 9-12 elimates the reflex vertex at 9, but does NOT eliminate the reflex vertex at 12, but it CAN eliminate the reflex vertex at 5, so 5 should be given preference.
It is possible that the edge 5-12 will still exist with this modified version, but it can be removed during post-processing.
Are there any cases I've missed?
Pseudo-code (requested by John Feminella) -- this is missing the bits under Figures 3 and 5
assume vertices in `poly` are given in CCW order
let 'good reflex' (better term??) mean that if poly[i] is being compared with poly[j], then poly[i] is in the range given by the rays poly[j-1], poly[j] and poly[j+1], poly[j]
for each vertex poly[i]
if poly[i] is reflex
find the closest point of intersection given by the ray starting at poly[i-1] and extending in the direction of poly[i] (call this lower bound)
repeat for the ray given by poly[i+1], poly[i] (call this upper bound)
if there are no vertices along boundary of the polygon in the range given by the upper and lower bounds
create a new vertex exactly half way between the lower and upper bound points (lower and upper will lie on the same edge)
connect poly[i] to this new point
else
iterate along the vertices in the range given by the lower and upper bounds, for each vertex poly[j]
if poly[j] is a 'good reflex'
if no other good reflexes have been found
save it (overwrite any other vertex found)
else
if it is closer then the other good reflexes vertices, save it
else
if no good reflexes have been found and it is closer than the other vertices found, save it
connect poly[i] to the best candidate
repeat entire algorithm for both halves of the polygon that was just split
// no reflex vertices found, then `poly` is convex
save poly
Turns out there is one more case I didn't anticipate: [Figure 5]
My algorithm will attempt to connect vertex 1 to 4, unless I add another check to make sure it can. So I propose stuffing everything "in the range" onto a priority queue using the priority scheme I mentioned above, then take the highest priority one, check if it can connect, if not, pop it off and use the next. I think this makes my algorithm O(r n log n) if I optimize it right.
I've put together a website that loosely describes my findings. I tend to move stuff around, so get it while it's hot.
I believe the regular five pointed star (e.g. with alternating points having collinear segments) is the counterexample you seek.
Edit in response to comments
In light of my revised understanding, a revised answer: try an acute five pointed star (e.g. one with arms sufficiently narrow that only the three points comprising the arm opposite the reflex point you are working on are within the range considered "good reflex points"). At least working through it on paper it appears to give more than the optimal. However, a final reading of your code has me wondering: what do you mean by "closest" (i.e. closest to what)?
Note
Even though my answer was accepted, it isn't the counter example we initially thought. As #Mark points out in the comments, it goes from four to five at exactly the same time as the optimal does.
Flip-flop, flip flop
On further reflection, I think I was right after all. The optimal bound of four can be retained in a acute star by simply assuring that one pair of arms have collinear edges. But the algorithm finds five, even with the patch up.
I get this:
removing dead ImageShack link
When the optimal is this:
removing dead ImageShack link
I think your algorithm cannot be optimal because it makes no use of any measure of optimality. You use other metrics like 'closest' vertices, and checking for 'necessary' diagonals.
To drive a wedge between yours and an optimal algorithm, we need to exploit that gap by looking for shapes with close vertices which would decompose badly. For example (ignore the lines, I found this on the intertubenet):
concave polygon which forms a G or U shape http://avocado-cad.wiki.sourceforge.net/space/showimage/2007-03-19_-_convexize.png
You have no protection against the centre-most point being connected across the concave 'gap', which is external to the polygon.
Your algorithm is also quite complex, and may be overdoing it - just like complex code, you may find bugs in it because complex code makes complex assumptions.
Consider a more extensive initial stage to break the shape into more, simpler shapes - like triangles - and then an iterative or genetic algorithm to recombine them. You will need a stage like this to combine any unnecessary divisions between your convex polys anyway, and by then you may have limited your possible decompositions to only sub-optimal solutions.
At a guess something like:
decompose into triangles
non-deterministically generate a number of recombinations
calculate a quality metric (number of polys)
select the best x% of the recombinations
partially decompose each using triangles, and generate a new set of recombinations
repeat from 4 until some measure of convergence is reached
but vertex 5 should be given preference because 9 is within the range given by 4-5 and 6-5
What would you do if 4-5 and 6-5 were even more convex so that 9 didn't lie within their range? Then by your rules the proper thing to do would be to connect 9 to 12 because 12 is the closest reflex vertex, which would be suboptimal.
Found it :( They're actually quite obvious.
*dead imageshack img*
A four leaf clover will not be optimal if Steiner points are allowed... the red vertices could have been connected.
*dead imageshack img*
It won't even be optimal without Steiner points... 5 could be connected to 14, removing the need for 3-14, 3-12 AND 5-12. This could have been two polygons better! Ouch!

Algorithm for unique find edges from polygon mesh

I'm looking for a good algorithm that can give me the unique edges from a set of polygon data. In this case, the polygons are defined by two arrays. One array is the number of points per polygon, and the other array is a list of vertex indices.
I have a version that is working, but performance gets slow when reaching over 500,000 polys. My version walks over each face and adds each edge's sorted vertices to an stl::set. My data set will be primarily triangle and quad polys, and most edges will be shared.
Is there a smarter algorithm for this?
Yes
Use a double hash map.
Every edge has two indexes A,B. lets say that A > B.
The first, top level hash-map maps A to another hash-map which is in turn maps B to some value which represents the information you want about every edge. (or just a bool if you don't need to keep information for edges).
Essentially this creates a two level tree composed of hash maps.
To look up an edge in this structure you take the larger index, look it up in the top level and end up with a hash map. then take the smaller index and look it up in this second hash map.
Just to clarify, you want, for a polygon list like this:
A +-----+ B
\ |\
\ 1 | \
\ | \
\ | 2 \
\| \
C +-----+ D
Then instead of edges like this:
A - B -+
B - C +- first polygon
C - A -+
B - D -+
D - C +- second polygon
C - B -+
then you want to remove the duplicate B - C vs. C - B edge and share it?
What kind of performance problem are you seeing with your algorithm? I'd say a set that has a reasonable hash implementation should perform pretty ok. On the other hand, if your hash is not optimal for the data, you'll have lots of collisions which might affect performance badly.
You are both correct. Using a good hashset has gotten the performance well beyond required levels. I ended up rolling my own little hash set.
The total number of edges will be between N/2 and N. N being the number of unique vertices in the mesh. All shared edges will be N/2, and all unique edges will be N. From there I allocate a buffer of uint64's and pack my indices into these values. Using a small set of unique tables I can find the unique edges fast!
heres a C implementation of edge hashing used in Blender exactly for the purpose of quickly creating edges from faces, may give some hints for others to make their own.
http://gitorious.org/blenderprojects/blender/blobs/master/blender/source/blender/blenlib/intern/edgehash.c
http://gitorious.org/blenderprojects/blender/blobs/master/blender/source/blender/blenlib/BLI_edgehash.h
This uses BLI_mempool,
https://gitorious.org/blenderprojects/blender/blobs/master/blender/source/blender/blenlib/intern/BLI_mempool.c
https://gitorious.org/blenderprojects/blender/blobs/master/blender/source/blender/blenlib/BLI_mempool.h
First you need to make sure your vertices are unique. That is if you want only one edge at a certain position. Then I use this data structure
typedef std::pair<int, int> Edge;
Edge sampleEdge;
std::map<Edge, bool> uniqueEdges;
Edge contains the vertex indices that make up the edge in sorted order. Hence if sampleEdge is an edge made up of vertices with index numbers 12 and 5, sampleEdge.first = 5 and sampleEdge.12
Then you can just do
uniqueEdges[sampleEdge] = true;
for all the edges. uniqueEdges will hold all the unique edges.

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