Code to produce edges of a triangle - c++

I am using some code I found that tests two triangles for intersection. The portion of the code I am having trouble with is:
/*tr_tri_intersect3D - C1 is a vertex of triangle A. P1,P2 are the two edges originating from this vertex.
D1 is a vertex of triangle B. P1,P2 are the two edges originating from this vertex.
Returns zero for disjoint triangles and non-zero for intersection.*/
int tr_tri_intersect3D (double *C1, double *P1, double *P2,
double *D1, double *Q1, double *Q2);
What I don't understand is, if I have the three vertices of 2 triangles, what do I need to do to produce the input for this function?
The full source code can be found at:
Triangle Triangle Code
The source code had a test function, it was:
for (i = 0; i<10000; i++){
for (j = 0; j<3; j++){
for (k = 0; k<3; k++){
PS[i][j][k] = drand48();
QS[i][j][k] = drand48();
}
}
for (j = 0; j<2; j++){
for (k = 0; k<3; k++){
EPS[i][j][k] = PS[i][j + 1][k] - PS[i][0][k];
EQS[i][j][k] = QS[i][j + 1][k] - PS[i][0][k];
}
}
}
double sum = 0;
int t0 = clock();
int sums[100] = { 0 };
for (j = 0; j<1000; j++)
for (i = 0; i<10000; i++){
int res = tr_tri_intersect3D(PS[i][0], EPS[i][0], EPS[i][1],
QS[j][0], EQS[j][0], EQS[j][1]);
sums[res]++;
}
if that help.

From the sample code it seems like what it mean by an edge is the vector from the originating vertex to the end vertex.
In the case of a triangle with three vertices C1, C2, C3, the two input edges would be P1 = C2-C1, P2=C3-C1

Reading the test code, it looks like C and D are two [3][3] array of 9 doubles, which are points 1, 2 and 3 and their 3D x,y,z coordinates.
P1 and P2 are the x,y,z distances of points 2 and 3 from point 1 in triangle C, and Q1 and Q2 are the x,y,z distances of points 2 and 3 of triangle D from point 1. (Edit: byebyebryan said it better, this is the x,y,z vector from point 1 to points 2 and 3). These two are both an array of [3] doubles (basically, bounding box info).
No idea why the Ps and Qs are not computed inside the function, unless the vars also serve to hold return values somehow.

Related

Euclidean distance between each record with other records in an array

so i have an array [nm] and i need to code in c++ the Euclidean distance between each row and the other rows in the array and store it in a new distance-array [nn] which every cell's value is the distance between the intersected rows.
distance-array:
r0 r1 .....rn
r0 0
r1 0
. 0
. 0
rn 0
the Euclidean distance between tow rows or tow records is:
assume we have these tow records:
r0: 1 8 7
r1: 2 5 3
r2
.
.
rn
Euclidean distance between r0 and r1 = sqrt((1-2)^2+(8-5)^2+(7-3)^2)
to code this i used 4 loops(which i think is too much) but i couldn't do it right, can someone help me to code this without using 3-D array ??
this is my code:
int norarr1[row][column] = { 1,1,1,2,2,2,3,3,3 };
int i = 0; int j = 0; int k = 0; int l = 0;
for (i = 0; i < column; i++){
for(j = 0; j < column; j++){
sumd = 0;
for (k = 0; k < row; k++) {
for (l = 0; l < row; l++) {
dist = sqrt((norarr1[i][k] - norarr1[j][l]) ^ 2);
sumd = sumd + dist;
cout << "sumd =" << sumd << " ";
}
cout << endl;
}
disarr[j][i] = sumd;
disarr[i][j] = sumd;
cout << disarr[i][j];
}
cout << endl;
}
There are several problems with your code. For now, let's ignore the for loops. We'll get to that later.
The first thing is that ^ is the bitwise exclusive or (XOR) operator. It does not do exponentiation like in some other languages. Instead, you need to use std::pow().
Second, you are summing square roots, which is not the correct way to calculate Euclidean distance. Instead, you need to calculate a sum and then take the square root.
Now let's think about the for loops. Assume that you already know which two rows you want to calculate the distance between. Call these r1 and r2. Now you just need to pair one coordinate from r1 with one coordinate from r2. Note that these coordinates will always be in the same column. This means that you only need one loop to calculate the squares of the differences of each pair of coordinates. Then you sum these squares. Finally after this single loop you take the square root.
With that out of the way, we need to iterate over the rows to choose each r1 and r2. Okay, this will take two loops since we want each of these to take on the value of each row.
In total, we will need three for loops. You can make this easier to understand by designing your code well. For example, you can create a class or struct that holds each row. If you know that every row is only three dimensions, then create a point or vector3 class. Now you can write a function which calculates the distance between two points. Finally, store the list of points as a 1D array. In fact, breaking up the data and calculation in this way makes the previous discussion about calculating the distance even easier to understand.

Iterating over all (i,j)-elements in a circle

Given two (very simplified) classes:
class Rectangle {
public:
int iL,jL; // lower left point of rectangle
int width, length; // width: in i-direction, length: in j-direction
};
class Circle {
public:
int iC,jC; // center-point of circle
int radius;
};
If I want to iterate over all elements in a Rectangle, I can simply do that by:
for (int i = iL; i < iL-width; i--)
for (int j = jL; j < jL+length; j++)
doSomething();
My problem is to implement a smart way of iterating over all elements in Circle. My current solution looks as follows:
for (int i = iC-radius; i <= iC+radius; i++)
for (int j = jC-radius; j <= jC+radius; j++)
if ( sqrt(pow(i-iC,2)+pow(j-jC,2)) <= r ) // checking if (i,j) lies within the circle (or its boundary)
doSomething();
However, for radius getting large my current solution is very time-expensive (since I touch many elements which aren't in the Circle and since I always need to evaluate pow). Can you think of a more intelligent and efficient way of iteration over all Circle-elements?
For every line find the first column that belongs to the circle, and walk from this column to one mirrored relative to the circle center. Pseudo code
for (int iy = - radius to radius; iy++)
dx = (int) sqrt(radius * radius - iy * iy)
for (int ix = - dx to dx; ix++)
doSomething(CX + ix, CY + iy);
Let the radius of the circle be r. Consider a Square of size (2r+1)*(2r+1) around the circle to be drawn. So equidistant points in square are stored in 2D array .
Now walk through every point inside the square. For every point (x,y), if (x, y) lies inside the circle (or x^2+ y^2 < r^2), then print it. For example, equidistant points form a 10x10 array, and a chosen "center" of the array at (x,y):
for i from 0 to 9 {
for j from 0 to 9 {
a = i - x
b = j - y
if a*a + b*b <= r*r {
// Do something here
}
}
}

Suggestions to Compute the Intersetions of Multiple Convex 2D Polygons

I am writing this question fishing for any state-of-the-art software or methods that can quickly compute the intersection of N 2D polygons (the convex hulls of projected convex polyhedrons), and M 2D polygons where typically N >> M. N may be in the order or at least 1M polygons and N in the order 50k. I've searched for some time now, but I keep coming up with the same answer shown below.
Use boost and a loop to
compute the projection of the polyhedron (not the bottleneck)
compute the convex hull of said polyhedron (bottleneck)
compute the intersection of the projected polyhedron and existing 2D polygon (major bottleneck).
This loop is repeated NK times where typically K << M, and K is the average number of 2D polygons intersecting a single projected polyhedron. This is done to reduce the number of computations.
The problem with this is that if I have N=262144 and M=19456 it takes about 129 seconds (when multithreaded by polyhedron), and this must be done about 300 times. Ideally, I would like to reduce the computation time to about 1 second for the above sizes, so I was wondering if someone could help point to some software or literature that could improve efficiency.
[EDIT]
#sehe's request I'm posting the most relevant parts of the code. I haven't compiled it, so this is just to get the gist... this code assumes, there are voxels and pixels, but the shapes can be anything. The order of the points in the grid can be any, but the indices of where the points reside in the grid are the same.
#include <boost/geometry/geometry.hpp>
#include <boost/geometry/geometries/point.hpp>
#include <boost/geometry/geometries/ring.hpp>
const std::size_t Dimension = 2;
typedef boost::geometry::model::point<float, Dimension, boost::geometry::cs::cartesian> point_2d;
typedef boost::geometry::model::polygon<point_2d, false /* is cw */, true /* closed */> polygon_2d;
typedef boost::geometry::model::box<point_2d> box_2d;
std::vector<float> getOverlaps(std::vector<float> & projected_grid_vx, // projected voxels
std::vector<float> & pixel_grid_vx, // pixels
std::vector<int> & projected_grid_m, // number of voxels in each dimension
std::vector<int> & pixel_grid_m, // number of pixels in each dimension
std::vector<float> & pixel_grid_omega, // size of the pixel grid in cm
int projected_grid_size, // total number of voxels
int pixel_grid_size) { // total number of pixels
std::vector<float> overlaps(projected_grid_size * pixel_grid_size);
std::vector<float> h(pixel_grid_m.size());
for(int d=0; d < pixel_grid_m.size(); d++) {
h[d] = (pixel_grid_omega[2*d+1] - pixel_grid_omega[2*d]) / pixel_grid_m[d];
}
for(int i=0; i < projected_grid_size; i++){
std::vector<float> point_indices(8);
point_indices[0] = i;
point_indices[1] = i + 1;
point_indices[2] = i + projected_grid_m[0];
point_indices[3] = i + projected_grid_m[0] + 1;
point_indices[4] = i + projected_grid_m[0] * projected_grid_m[1];
point_indices[5] = i + projected_grid_m[0] * projected_grid_m[1] + 1;
point_indices[6] = i + (projected_grid_m[1] + 1) * projected_grid_m[0];
point_indices[7] = i + (projected_grid_m[1] + 1) * projected_grid_m[0] + 1;
std::vector<float> vx_corners(8 * projected_grid_m.size());
for(int vn = 0; vn < 8; vn++) {
for(int d = 0; d < projected_grid_m.size(); d++) {
vx_corners[vn + d * 8] = projected_grid_vx[point_indices[vn] + d * projeted_grid_size];
}
}
polygon_2d proj_voxel;
for(int vn = 0; vn < 8; vn++) {
point_2d poly_pt(vx_corners[2 * vn], vx_corners[2 * vn + 1]);
boost::geometry::append(proj_voxel, poly_pt);
}
boost::geometry::correct(proj_voxel);
polygon_2d proj_voxel_hull;
boost::geometry::convex_hull(proj_voxel, proj_voxel_hull);
box_2d bb_proj_vox;
boost::geometry::envelope(proj_voxel_hull, bb_proj_vox);
point_2d min_pt = bb_proj_vox.min_corner();
point_2d max_pt = bb_proj_vox.max_corner();
// then get min and max indices of intersecting bins
std::vector<float> min_idx(projected_grid_m.size() - 1),
max_idx(projected_grid_m.size() - 1);
// compute min and max indices of incidence on the pixel grid
// this is easy assuming you have a regular grid of pixels
min_idx[0] = std::min( (float) std::max( std::floor((min_pt.get<0>() - pixel_grid_omega[0]) / h[0] - 0.5 ), 0.), pixel_grid_m[0]-1);
min_idx[1] = std::min( (float) std::max( std::floor((min_pt.get<1>() - pixel_grid_omega[2]) / h[1] - 0.5 ), 0.), pixel_grid_m[1]-1);
max_idx[0] = std::min( (float) std::max( std::floor((max_pt.get<0>() - pixel_grid_omega[0]) / h[0] + 0.5 ), 0.), pixel_grid__m[0]-1);
max_idx[1] = std::min( (float) std::max( std::floor((max_pt.get<1>() - pixel_grid_omega[2]) / h[1] + 0.5 ), 0.), pixel_grid_m[1]-1);
// iterate only over pixels which intersect the projected voxel
for(int iy = min_idx[1]; iy <= max_idx[1]; iy++) {
for(int ix = min_idx[0]; ix <= max_idx[0]; ix++) {
int idx = ix + iy * pixel_grid_size[0]; // `first' index of pixel corner point
polygon_2d pix_poly;
for(int pn = 0; pn < 4; pn++) {
point_2d pix_corner_pt(
pixel_grid_vx[idx + pn % 2 + (pn / 2) * pixel_grid_m[0]],
pixel_grid_vx[idx + pn % 2 + (pn / 2) * pixel_grid_m[0] + pixel_grid_size]
);
boost::geometry::append(pix_poly, pix_corner_pt);
}
boost::geometry::correct( pix_poly );
//make this into a convex hull since the order of the point may be any
polygon_2d pix_hull;
boost::geometry::convex_hull(pix_poly, pix_hull);
// on to perform intersection
std::vector<polygon_2d> vox_pix_ints;
polygon_2d vox_pix_int;
try {
boost::geometry::intersection(proj_voxel_hull, pix_hull, vox_pix_ints);
} catch ( std::exception e ) {
// skip since these may coincide at a point or line
continue;
}
// both are convex so only one intersection expected
vox_pix_int = vox_pix_ints[0];
overlaps[i + idx * projected_grid_size] = boost::geometry::area(vox_pix_int);
}
} // end intersection for
} //end projected_voxel for
return overlaps;
}
You could create the ratio of polygon to bounding box:
This could be done computationally once to arrive at an avgerage poly area to BB ratio R constant.
Or you could do it with geometry using a circle bounded by its BB Since your using only projected polyhedron:
R = 0.0;
count = 0;
for (each poly) {
count++;
R += polyArea / itsBoundingBoxArea;
}
R = R/count;
Then calculate the summation of intersection of bounding boxes.
Sbb = 0.0;
for (box1, box2 where box1.isIntersecting(box2)) {
Sbb += box1.intersect(box2);
}
Then:
Approximation = R * Sbb
All of this would not work if concave polys were allowed. Because a concave poly can occupy less than 1% of it's bounding box. You will still have to find the convex hull.
Alternatively, If you can find the polygons area quicker than its hull, you could use the actual computed average poly area. This would give you a decent approximation as well while avoiding both poly intersection and wrapping.
Hm, the problem seems similar to doing "collision-detection" i game-engines. Or "potentially visible sets".
While I don't know much about the current state-of-the-art, i remember an optimization was to enclose objects in spheres, since checking overlaps between spheres (or circles in 2D) is really cheap.
In order to speed-up checks for collisions, objects were often put into search-structures (e.g. a sphere-tree (circle-tree in 2D case)). Basically organizing the space into a hierarchical structure, to make queries for overlaps fast.
So basically my suggestion boils down to: Try looking at algorithms for collision-detection i game-engines.
Assumption
I'm assuming that you mean "intersections" and not intersection. Moreover, It is not the expected use case that most of the individual polys from M and N will overlap at the same time. If this assumption is true then:
Answer
The way this is done with 2D game engines is by having a scene graph where every object has a bounding box. Then place all the the polygons into a node in an quadtree according to their location determined by bounding box. Then the task becomes parallel because each node can be processed separately for intersection.
Here is the wiki for quadtree:
Quadtree Wiki
An octree could be used when in 3D.
It actually doesn't even have to be a octree. You could get the same results with any space partition. You could find the maximum separation of polys (lets call it S). And create say S/10 space partitions. Then you would have 10 separate spaces to execute in parallel. Not only would it be concurrent, but It would no longer be M * N time since not every poly must be compared against every other poly.

Nested loop summation in 2D using OpenCL

I have recently started working with OpenCL in C++ and I'm trying to fully understand how to use 2D and 3D NDRange. I'm currently implementing Inverse Distance Weighting in OpenCL, but my problem is general.
Below is the serial function to compute the weights and it consists of a nested loop.
void computeWeights(int nGrids, int nPoints, double *distances, double *weightSum, const double p) {
for (int i = 0; i < nGrids; ++i) {
double sum = 0;
for (int j = 0; j < nPoints; ++j) {
double weight = 1 / pow(distances[i * nPoints + j], p);
distances[i * nPoints + j] = weight;
sum += weight;
}
weightSum[i] = sum;
}
}
What I would want is to implement the above function using a 2D NDRange, the first being over nGrids and the second over nPoints. What I don't understand, though, is how to handle the summation of the weights into weightSum[i]. I understand that I may have to use parallel sum reduction, somehow.
When dispatching a kernel with a 2D global workspace, OpenCL creates a grid of work-items. Each work-item executes the kernel and gets unique ids in both those dimensions.
(x,y)|________________________
| (0,0) (0,1) (0,2) ...
| (1,0) (1,1) (1,2)
| (2,0) (2,1) (2,2)
| ...
The work-items are also divided into groups and get unique ids within those work-groups. E.g. for work-groups of size (2,2):
(x,y)|________________________
| (0,0) (0,1) (0,0) ...
| (1,0) (1,1) (1,0)
| (0,0) (0,1) (0,0)
| ...
You can arrange the work-groups, so that each one of them performs a reduction.
Your SDK probably has samples, and a parallel reduction will be one of them.
To get you started, here is a kernel that solves your problem. It's in its simplest form, and works for a single work-group per row.
// cl::NDRange global(nPoints, nGrids);
// cl::NDRange local(nPoints, 1);
// cl::Local data(nPoints * sizeof (double));
kernel
void computeWeights(global double *distances, global double *weightSum, local double *data, double p)
{
uint nPoints = get_global_size(0);
uint j = get_global_id(0);
uint i = get_global_id(1);
uint lX = get_local_id(0);
double weight = 1.0 / pow(distances[i * nPoints + j], p);
distances[i * nPoints + j] = weight;
data[lX] = weight;
for (uint d = get_local_size(0) >> 1; d > 0; d >>= 1)
{
barrier(CLK_LOCAL_MEM_FENCE);
if (lX < d)
data[lX] += data[lX + d];
}
if (lX == 0)
weightSum[i] = data[0];
}
Each row of work-items (i.e. each work-group) computes the weights (and their sum) for grid i. Each work-item computes a weight, stores it back to distances, and loads it onto local memory. Then each work-group performs a reduction in local memory, and finally the result gets stored in weightSum.

Generating incomplete iterated function systems

I am doing this assignment for fun.
http://groups.csail.mit.edu/graphics/classes/6.837/F04/assignments/assignment0/
There are sample outputs at site if you want to see how it is supposed to look. It involves iterated function systems, whose algorithm according the the assignment is:
for "lots" of random points (x0, y0)
for k=0 to num_iters
pick a random transform fi
(xk+1, yk+1) = fi(xk, yk)
display a dot at (xk, yk)
I am running into trouble with my implementation, which is:
void IFS::render(Image& img, int numPoints, int numIterations){
Vec3f color(0,1,0);
float x,y;
float u,v;
Vec2f myVector;
for(int i = 0; i < numPoints; i++){
x = (float)(rand()%img.Width())/img.Width();
y = (float)(rand()%img.Height())/img.Height();
myVector.Set(x,y);
for(int j = 0; j < numIterations;j++){
float randomPercent = (float)(rand()%100)/100;
for(int k = 0; k < num_transforms; k++){
if(randomPercent < range[k]){
matrices[k].Transform(myVector);
}
}
}
u = myVector.x()*img.Width();
v = myVector.y()*img.Height();
img.SetPixel(u,v,color);
}
}
This is how my pick a random transform from the input matrices:
fscanf(input,"%d",&num_transforms);
matrices = new Matrix[num_transforms];
probablility = new float[num_transforms];
range = new float[num_transforms+1];
for (int i = 0; i < num_transforms; i++) {
fscanf (input,"%f",&probablility[i]);
matrices[i].Read3x3(input);
if(i == 0) range[i] = probablility[i];
else range[i] = probablility[i] + range[i-1];
}
My output shows only the beginnings of a Sierpinski triangle (1000 points, 1000 iterations):
My dragon is better, but still needs some work (1000 points, 1000 iterations):
If you have RAND_MAX=4 and picture width 3, an evenly distributed sequence like [0,1,2,3,4] from rand() will be mapped to [0,1,2,0,1] by your modulo code, i.e. some numbers will occur more often. You need to cut off those numbers that are above the highest multiple of the target range that is below RAND_MAX, i.e. above ((RAND_MAX / 3) * 3). Just check for this limit and call rand() again.
Since you have to fix that error in several places, consider writing a utility function. Then, reduce the scope of your variables. The u,v declaration makes it hard to see that these two are just used in three lines of code. Declare them as "unsigned const u = ..." to make this clear and additionally get the compiler to check that you don't accidentally modify them afterwards.