Converting triangulation to convex polygons? - triangulation

I need to convert a triangulation to a set of convex polygons. A good result would have a large average polygon size and a small average deviation from the average polygon size. Is anyone aware of papers/articles/algorithms to do this?
A related question, given the criteria mentioned above, should I expect better results when using a constrained delaunay triangulation vs a mere constrained triangulation as input?

Related

Why do we need to triangulate a convex polygon in order to sample uniformly from it?

Suppose I want to uniformly sample points inside a convex polygon.
One of the most common approaches described here and on the internet in general consists in triangulation of the polygon and generate uniformly random points inside each triangles using different schemes.
The one I find most practical is to generate exponential distributions from uniform ones taking -log(U) for instance and normalizing the sum to one.
Within Matlab, we would have this code to sample uniformly inside a triangle:
vertex=[0 0;1 0;0.5 0.5]; %vertex coordinates in the 2D plane
mix_coeff=rand(10000,size(vertex,1)); %uniform generation of random coefficients
x=-log(x); %make the uniform distribution exponential
x=bsxfun(#rdivide,x,sum(x,2)); %normalize such that sum is equal to one
unif_samples=x*vertex; %calculate the 2D coordinates of each sample inside the triangle
And this works just fine:
However, using the exact same scheme for anything other than a triangle just fails. For instance for a quadrilateral, we get the following result:
Clearly, sampling is not uniform anymore and the more vertices you add, the more difficult it is to "reach" the corners.
If I triangulate the polygon first then uniform sampling in each triangle is easy and obviously gets the job done.
But why? Why is it necessary to triangulate first?
Which specific property have triangle (and simplexes in general since this behaviour seems to extend to n-dimensional constructions) that makes it work for them and not for the other polygons?
I would be grateful if someone could give me an intuitive explanation of the phenomena or just point to some reference that could help me understand what is going on.
I should point out that it's not strictly necessary to triangulate a polygon in order to sample uniformly from it. Another way to sample a shape is rejection sampling and proceeds as follows.
Determine a bounding box that covers the entire shape. For a polygon, this is as simple as finding the highest and lowest x and y coordinates of the polygon.
Choose a point uniformly at random in the bounding box.
If the point lies inside the shape, return that point. (For a polygon, algorithms that determine this are collectively called point-in-polygon predicates.) Otherwise, go to step 2.
However, there are two things that affect the running time of this algorithm:
The time complexity depends greatly on the shape in question. In general, the acceptance rate of this algorithm is the volume of the shape divided by the volume of the bounding box. (In particular, the acceptance rate is typically very low for high-dimensional shapes, in part because of the curse of dimensionality: typical shapes cover a much smaller volume than their bounding boxes.)
Also, the algorithm's efficiency depends on how fast it is to determine whether a point lies in the shape in question. Because of this, it's often the case that complex shapes are made up of simpler shapes, such as triangles, circles, and rectangles, for which it's easy to determine whether a point lies in the complex shape or to determine that shape's bounding box.
Note that rejection sampling can be applied, in principle, to sample any shape of any dimension, not just convex 2-dimensional polygons. It thus works for circles, ellipses, and curved shapes, among others.
And indeed, a polygon could, in principle, be decomposed into a myriad of shapes other than triangles, one of those shapes sampled in proportion to its area, and a point in that shape sampled at random via rejection sampling.
Now, to explain a little about the phenomenon you give in your second image:
What you have there is not a 4-sided (2-dimensional) polygon, but rather a 3-dimensional simplex (namely a tetrahedron) that was projected to 2-dimensional space. (See also the previous answer.) This projection explains why points inside the "polygon" appear denser in the interior than in the corners. You can see why if you picture the "polygon" as a tetrahedron with its four corners at different depths. With higher dimensions of simplex, this phenomenon becomes more and more acute, again due partly to the curse of dimensionality.
Well, there are less expensive methods to sample uniform in the triangle. You're sampling Dirichlet distribution in the simplex d+1 and taking projection, computing exponents and such. I would refer you to the code sample and paper reference here, only square roots, a lot simpler algorithm.
Concerning uniform sampling in complex areas (quadrilateral in your case) general approach is quite simple:
Triangulate. You'll get two triangles with vertices (a,b,c)0 and (a,b,c)1
Compute triangle areas A0 and A1 using, f.e. Heron's formula
First step, randomly select one of the triangles based on area.
if (random() < A0/(A0+A1)) select triangle 0 else select triangle 1. random() shall return float in the range [0...1]
Sample point in selected triangle using method mentioned above.
This approach could be easily extended to sample for any complex area with uniform density: N triangles, Categorical distribution sampling with probabilities proportional to areas will get you selected triangle, then sample point in the triangle.
UPDATE
We have to triangulate because we know good (fast, reliable, only 2 RNG calls, ...) algorithm to sample with uniform density in triangle. Then we could build on it, good software is all about reusability, and pick one triangle (at the cost of another rng call) and then back to sample from it, total three RNG calls to get uniform density sampling from ANY area, convex and concave alike. Pretty universal method, I would say. And triangulation is a solved problem, and
basically you do it once (triangulate and build weights array Ai/Atotal) and sample till infinity.
Another part of the answer is that we (me, to be precise, but I've worked with random sampling ~20years) don't know good algorithm to sample precisely with uniform density from arbitrary convex more-than-three-vertices closed polygon. You proposed some algorithm based on hunch and it didn't work out. And it shouldn't work, because what you use is Dirichlet distribution in d+1 simplex and project it back to d hyperplane. It is not extendable even to quadrilateral, not talking to some arbitrary convex polygon. And I would state conjecture, that even such algorithm exist, n-vertices polygon would require n-1 calls to RNG, which means there is no triangulation setup, but each call to get a point would be rather expensive.
Few words on complexity of the sampling. Assuming you did triangulation, then with 3 calls to RNG you'll get one point sampled uniformly inside your polygon.
But complexity of sampling wrt number of triangles N would be O(log(N)) at best. YOu basically would do binary search over partial sums of Ai/Atotal.
You could do a bit better, there is O(1) (constant time) sampling using Alias sampling of the triangle. The cost would be a bit more setup time, but it could be fused with triangulation. Also, it would require one more RNG calls. So for four RNG calls you would have constant point sampling time independent of complexity of your polygon, works for any shape

How to move a triangulation in matlab

I have made a 3D delaunay triangulation in matlab with some defined points. Considering it a consistent triangulation (I mean with fixed edges and angles) I want to move this triangulatoin in the space and then compute the location of one point by giving other points' location.
I have searched a lot on the net but I couldn't find a proper solution for this problem. Actually there isn't any similar example.

Computing distance from a point to a triangulation in 3D with Matlab

I have a 3D point cloud that I've transformed into a Delaunay triangulation using Matlab's function DelaunayTri. Now I have a test point in 3D and want to compute, in Matlab, the smallest distance between this point and the triangulation.
So far, I've thought of using the nearestNeighbor(...) member function of the DelaunayTri class in Matlab to find the point in the triangulation closest to my test point and then computing the distance between them. That is something but it is not what I really want.
The closest point on the triangulation to my test point is, in general, not a vertex of the triangulation but somewhere on the face of a triangle. How can I find this point?
Thank you!!!
I've written codes for these things, but they are not on the File Exchange. I can be convinced to give them out by direct mail though.
It is relatively easy to find the distance to a convex hull, but not trivial. A delaunay tessellation is bounded by the convex hull anyway. So you can convert that tessellation into the convex hull easily enough, or just use the convex hull. Note that a convex hull is often a terribly poor approximation for many purposes, especially if you are using this for color mapping, which is perhaps the most common thing I see this used for. In that case, an alpha shape is a far better choice. Alpha shapes also will have a triangulated boundary surface, though in general it will not be convex.
So, to find the nearest point on a convex triangulation:
Convert to the convex boundary surface, i.e., the convex hull. This reduces to finding those triangles which are not shared between pairs of tetrahedra. Internal facets will always appear exactly twice in the list of all facets. This trick also works for non-convex tessellations of course, so for alpha shapes.
Compute a bounding circumcircle for each triangular surface facet. This allows you to know when to stop checking facets.
Get the distances to each point on the surface. Sort each facet by the distance to the nearest point in that facet. Start by looking at the nearest facet in that list.
Compute the distance to the apparently nearest facet found in step 3. A simple solution is found by least distance programming (LDP), which can be converted to a constrained linear least squares. Lawson & Hanson have an algorithm for this.
Repeat step 4 until the current best distance found is less than the distance, comparing it to any of the circumcircles from step 2. This loop will be quite short really, at least for a convex hull. For a more general non-convex hull from an alpha shape, it may take more time.
You can also reduce the search space a bit by excluding the facets from your search that point AWAY from the point in question. Use those facet normals for this test.
I wrote the tool point2trimesh for this problem. It's kind of a "brute force" solution which works also for non-convex surfaces.

Linear interpolation in griddata

I want to know how griddata uses linear interpolation.
Does it just consider like four neighbor points of the point where we want to find the value or uses the whole convex hull?
The docs for griddata will guide you in this. Essentially, it does a delaunay triangulation of your point set, then for any new point, determine which simplex the point falls in. Interpolation within a simplex is linear. Thus in 2 dimensions, three points define a triangle, and 3 points determine a locally planar model for z(x,y).

Create delaunay triangulation in N-Dimensions from points forming non-convex surface (DelaunayTri for 5-D case)

I'd like to build triangulation for larger that 3 dimensions (4-6) cases. I have points representing non-convex surface. for 2D and 3D cases DelaunayTri is a way to go. What about higher dimensions?
(Original problem is to approximate some non-linear hypersurface with linear hyperplanes)
Regards,
Andrey
Use delaunayn(), check out the matlab documentaion: http://www.mathworks.com/help/techdoc/ref/delaunayn.html it explains it pretty well.