Lecture26KS

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Computational Geometry
15-211
Fundamental Data Structures and
Algorithms
Klaus Sutner
April 22, 2004
Announcements
 HW7 the clock is ticking ...
 Quiz 3: Today, after class
 Final Exam on Tuesday May 4,
5:30 pm
review session
April 29
The Basics
Computational Geometry
Lots of applications.
- computer graphics
- CAD/CAM
- motion planning
Could be done in dimension D, but we will stick
to D=2.
D=3 is already much harder.
Airplane wing triangulation
The Basics
What are the basic objects in plane geometry,
how do we represent them as data structures?
-
point
two floats
-
line
two points
-
ray
two points, constraints
-
line segment
two points, constraints
and triangles, rectangles, polygons, ...
Never mind curves such as circles and ellipses.
Disclaimer
There are two annoying issues one has to confront in
CompGeo algorithms.
- Degenerate Cases
Points are collinear, lines parallel, …
Dealing with degeneracy is a huge pain, not to
mention boring.
- Floating point numbers are not reals.
Floating point arithmetic introduces errors and hence
leads to accuracy problems.
High Precision Arithmetic
If 32 or 64 bits are not enough, use 128, or 512,
or 1024, or …
Problems:
We have to be able to analyze how many bits are
required.
Slows down computation significantly.
See GNU gmp.
Interval Arithmetic
Replace “real number” x by an interval
xL  x  xU
Problems:
Arithmetic becomes quite a bit more
complicated.
Slows down computation significantly.
Symbolic Computation
Use (arbitrary precision) rationals and whatever
algebraic operations that are necessary
symbolically: compute with the formal
expressions, not their numerical values.
Sqrt[2]
Problems:
Manipulating these expressions is complicated.
Slows down computation significantly.
Warm-Up
Let's figure out how to check if a point P lies on a
line L.
P = (p1,p2)
L = (A,B)
two-points representation
Need
P
P = A + l (B - A)
B
where l is a real parameter.
A
P
Linear Equations
The vector equation
P = A + l (B – A) = (1- l) A + l B
is just short-hand for two linear equations:
p1 = a1 + l (b1 – a1)
p2 = a2 + l (b2 – a2)
Will have a common solution if P lies on L.
Subroutines
Solving systems of equations such as
p1 = a1 + l (b1 – a1)
p2 = a2 + l (b2 – a2)
is best left to specialized software: send all
linear equation subproblems to an equation
solver - that will presumably handle all the tricky
cases properly and will produce reasonable
accuracy.
Rays and Line Segments
What if L =[A,B) is the ray from A through B?
No problem. Now we need
P = A + l (B - A)
where l is a non-negative real.
Likewise, if L = [A,B] is the line segment from A
to B we need
0  l  1.
Both l and (1 – l) must be non-negative.
Intersections
How do we check if two lines intersect?
A + l (B - A) = C + k (D – C)
Two linear equations, two unknowns l , k.
Add constraints for intersection
of rays, line segments.
B
C
A
D
General Placement
Here is a slightly harder problem:
Which side of L is the point P on?
P
P
left
on
B
P
A
right
Left/Right Turns
March from A to B, then perform a left/right turn.
left
on
B
right
A
Calculus: Cross Product
The cross product of two (3-D) vectors is another
vector perpendicular to the given ones
Z=XY
Length and direction of Z express the signed
area of the parallelogram spanned by the
vectors.
antisymmetric:
XY=-YX
Cross Product
Simple expression for cross product:
(x1,x2,x3)  (y1,y2,y3) =
(-x3y2 + x2 y3, x3 y1 - x1y3, -x2y1 + x1y2 )
Compute
w = (b1-a1,b2-a2,0)  (p1-a1,p2-a2)
= (0,0,-a2 b1+a1 b2+a2 p1-b2 p1-a1 p2+b1 p2 )
P is to the right of ray A to B iff w[3] > 0.
Determinants
Alternatively one can compute the determinant
of the matrix
a1 a2 1
b1 b2 1
p1 p2 1
This may be a better solution since presumably
the determinant subroutine presumably deals
better with numerical problems.
Some Applications
Membership
How do we check if a point X belongs to some
region R in the plane (triangle, rectangle,
polygon, ... ).
X
R
R
X
X
X
Membership
Clearly the difficulty of a membership query
depends a lot on the complexity of the region.
For some regions it is not even clear that there is
an inside and an outside.
Simple Polgyons
A polygon is simple if its lines do not intersect except
at the vertices of the polygon (and then only two).
By the Jordan curve theorem any simple polygon
partions the plane into inside and outside.
Point Membership
The proof of the JCT provides a membership test. Let
P be a simple polygon and X a point. Draw a line
through X and count the intersections of that line with
the edges of P.
Odd
One can show that X lies inside of P iff the number of
intersections (on either side) is odd.
Note that there are bothersome degenerate cases:
X lies on an edge, an edge lies on the line through X.
Maybe wiggle the line a little.
Algorithm
Theorem: One can test in linear time whether a
point lies inside a simple polygon.
Linear here refers to the number of edges of the
polygon.
And, of course, we assume that these edges are given
as a list of points, say, in counterclockwise order.
Convexity
Here is one type of simple region.
A region R in the plane is convex if for all A, B in R:
the line segment [A,B] is a subset of R.
In particular convex polygons: boundary straight
line segments.
Membership in Convex
Polygon
Traverse the boundary of the convex polygon in
counterclockwise order, check that the point in
question is always to the left of the corresponding
line.
This is clearly linear in the number of boundary
points.
Intersections of LSs
Suppose we are given a collection of LSs and want to
compute all the intersections between them.
Note that the number of intersections may be
quadratic in the number n of LSs.
The brute force algorithms is (n2): consider all pairs
of LSs and check each pair for intersection.
Bad if there are only a few intersections.
Sweep-Line
Suppose there are s intersections. We would like an
algorithm with running time O( (n+s) ??? ) where
??? is hopefully small.
The key idea is to use a sweep-line: moves from left
to right.
At each point, maintain the intersection of the sweep
line and the given LSs.
Variant
It helps to think about the following easier problem
first: check if there is at least one intersection
between the given LSs.
Brute force is still quadratic.
Note how the SL needs to consider only immediate
neighbors.
Again
The sweep line needs to consider only immediate
neighbors.
s
t
r
SL Operations
The SL has to keep track of all the LSs that currently
intersect it. So we need operations
insert(s)
delete(s)
where s is a given LS.
The “time” when the segments are
inserted/deleted are given by the end
points of the input LSs.
(Static events, preprocess by sorting.)
Dealing With Intersections
When a new LS is entered, we have to check if it
interacts with any of the neighboring LSs. So we
need additional operations
above(s)
below(s)
which return the immediate neighbors
above/below on the SL.
And we need to stop the sweep at any
intersections found that way.
Dynamic events, no known ahead of time.
Data Structures
What is the right data structure for all of this?
Sweep line: dictionary
Perhaps threaded to get O(1) above/below
operations.
Event structure: priority queue.
Theorem: Can compute all s intersections of n line
segments in O((n + s) log n) steps.
Testing Simplicity
How do we check if a polygon is simple?
Use the line segment intersection algorithm on the
edges.
Polgyon Intersection
How do we check if two simple polygon intersect?
Note: two cases!
Polgyon Intersection
The first case can be handled with LS intersection
testing.
For the second, pick any vertex in P and check wether
it lies in (the interior of) Q.
Total running time: O(n log n).
Convex Hulls
A Hull Operation
Suppose P is a set of points in the plane. The convex
hull of P is the least set of points Q such that:
- P is a subset of Q,
- Q is convex.
Written
CH(P).
This pattern should look very familiar by now
(reachability in graphs, equivalence relations, ...)
Convex Combinations
Abstractly it is easy to describe CH(P): is the set of all
points
X=
 li P i
where 0  li and  li = 1.
X is a convex combination of the Pi .
So the convex combinations of A and B are the line
segment [A,B].
And the convex combinations of three points (in
general position) form a triangle. And so on.
So?
Geometrically this is nice, but computationally this
characterization of the convex hull is not too useful.
We want an algorithm that takes as input a simple
polygon P and returns as output the simple polygon
CH(P).
CH(P)
P
Extremal Points
Point X in region R is extremal iff X is not a convex
combination of other points in R.
For a polygon, the extremal points make up the CH.
An Observation
So let's deal with a set of points P rather than
regions.
Lemma: Point X in P is not extremal iff X lies in the
interior of a triangle spanned by three other points in
P.
An Algorithm
Hence we can find the convex hull of a simple
polygon: for all n points we eliminate non-extremal
points by trying all possible triangles using the
membership test for convex polygons.
In the end we sort the remaining extremal points in
counterclockwise order.
Unfortunately, this is O(n4).
Could it be faster?
When do we get n4?
Next Time
Clearly,
use.
O(n4) is way too slow to be of any practical
Next time we will see a number of simple algorithms
that push this down to O(n log n). This turns out to
be optimal: sorting can be reduced to convex hull.
Note, though, that in dimension 3 and higher things
get much more messy.
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