I have the following problem and I am a bit clueless how to tackle it as my programming skills are very elementary ( I am an engineer, so please dont bite my head off).
Problem
I have a point cloud, the picture above displaying one level off it. Every point is a centroid off a block (x =5, y=1, z=5) and is specefied by carteisian coordinates.
The centroids further have two values: one called "access" and one "product". If the product value is positive and pays for the access to the point I want to include it in my outcome. The red marker in the picture represents a possible starting point.
Starting Idea
As a start I am trying to set up an algorithm, that starts at the red marker, runs through the blocks left and right (along the x-axis), checks until where it would be feasible to access (so sum "product" > sum "access") and then goes to the next point (in y direction from marker) and does the same until the end of the level.
Final Goal
My final goal is that I can Flag points as accessed and the algorithm connects profitable "products" (so products that would pay for their access) on the shortest way to the access point (by setting blocks/points on the way to accessed).
I know this is a very open question and I apologize for that. I am just lacking a good starting point programming wise. I was thinking of knnsearch, but I am not sure if this is the right way to go as the blocks have different sizes and i technically want the nearest neighbour in every direction but also only one per direction.
Another idea I had was using shortestpath or creating a travel salesman problem out of it, but I am not sure how to properly implement it.
If you have any ideas or you could offer any help I would very much appreciate it. If any more information is needed I gladly provide it.
Related
I got an experimental data set that looks more or less like this.
I need to determine how big the hysteresis loop is, aka if I look at two points with the same capacity (Y axis), whats the maximum distance between said points (X axis).
The issue is, data points arent located on the same Y value, aka I cant just find max X and min X for every Y and subtract them - that'd be too easy :^)
I figured I can use convex hull (convhull) to calculate the outer envelope of the set, but then I realised, it will only work for the convex part, not the concaved part, but I guess I can divide my data set into smaller subsets and find a sum of them... or something.
And then, assuming I have the data set thats only the outer outline of the data set, I need to calculate distances between left and right border (as shown here), but then again, thats just data set of X and Y, and Id need to find the point where green line crosses outer rim
So here are the questions:
Is there a matlab procedure that calculates the outer outline of data set, that works with the concaved part - kinda like convhull, but better?
Assuming I have the outline data set, is there an easy way to calculate secant line of data set, like shown on second picture??
Thanks for any advice, hope I made what I have in mind clear enough - english isnt my first language
Benji
EDIT 1: Or perhaps there is an easier (?) way to determine, which points form biggest outline? Like... group points into (duh) groups, lets say, those near 20%, 30%, 40%... and then pick two randomly (or brute force pick all possible pairs), one for top boundary, other for bot boundary, and then calculate area of polygon formed this way? Then, select set of points resulting in polygon with biggest area?
EDIT 2: Ooor I could group them like I thought I would before, and then work on only two groups at a time. Find convex hull for two groups, then for two next groups, and when Im done with all the groups, Id only need to find points common to all the group, and find a global hull :D Yeah, that might work :D
I have a table that contains a bunch of Earth coordinates (latitude/longitude) and associated radii. I also have a table containing a bunch of points that I want to match with those circles, and vice versa. Both are dynamic; that is, a new circle or a new point can be added or deleted at any time. When either is added, I want to be able to match the new circle or point with all applicable points or circles, respectively.
I currently have a PostgreSQL module containing a C function to find the distance between two points on earth given their coordinates, and it seems to work. The problem is scalability. In order for it to do its thing, the function currently has to scan the whole table and do some trigonometric calculations against each row. Both tables are indexed by latitude and longitude, but the function can't use them. It has to do its thing before we know whether the two things match. New information may be posted as often as several times a second, and checking every point every time is starting to become quite unwieldy.
I've looked at PostgreSQL's geometric types, but they seem more suited to rectangular coordinates than to points on a sphere.
How can I arrange/optimize/filter/precalculate this data to make the matching faster and lighten the load?
You haven't mentioned PostGIS - why have you ruled that out as a possibility?
http://postgis.refractions.net/documentation/manual-2.0/PostGIS_Special_Functions_Index.html#PostGIS_GeographyFunctions
Thinking out loud a bit here... you have a point (lat/long) and a radius, and you want to find all extisting point-radii combinations that may overlap? (or some thing like that...)
Seems you might be able to store a few more bits of information Along with those numbers that could help you rule out others that are nowhere close during your query... This might avoid a lot of trig operations.
Example, with point x,y and radius r, you could easily calculate a range a feasible lat/long (squarish area) that could be used to help rule it out if needless calculations against another point.
You could then store the max and min lat and long along with that point in the database. Then, before running your trig on every row, you could Filter your results to eliminate points obviously out of bounds.
If I undestand you correctly then my first idea would be to cache some data and eliminate most of the checking.
Like imagine your circle is actually a box and it has 4 sides
you could store the base coordinates of those lines much like you have lines (a mesh) on a real map. So you store east, west, north, south edge of each circle
If you get your coordinate and its outside of that box you can be sure it won't be inside the circle either since the box is bigger than the circle.
If it isn't then you have to check like you do now. But I guess you can eliminate most of the steps already.
The following problem:
Given is an arbitrary polygon. It shall be covered 100% with the minimum number of circles of a given radius.
Note:
1) Naturally the circles have to overlap.
2) I try to solve the problem for ARBITRARY polygons. But also solutions for CONVEX polygons are appreciated.
3) As far as Im informed, this problem is NP-hard ( an algorithm to find the minimum size set cover for the Set-cover problem )
Choose: U = polygon and S1...Sk = circles with arbitrary centers.
My solution:
Ive already read some papers and tried a few things on my own. The most promising idea that I came up with was in fact one already indicated in Covering an arbitrary area with circles of equal radius.
So I guess it’s best I quickly try to describe my own idea and then refine my questions.
The picture gives you already a pretty good idea of what I do
IDEA and Problem Formulation
1. I approximate the circles with their corresponding hexagons and tessellate the whole R2, i.e. an sufficiently large area; keyword hexagonally closest packaging. (cyan … tessellation, red dotted, centers of the cyan hexagons)
2. I put the polygon somewhere in the middle of this tessellated area and compute the number of hexagons that are needed to cover the polygon.
In the following Im trying to minimize N, which is number ofhexagons needed to cover the polygon, by moving the polygon around step by step, after each step “counting” N.
Solving the problem:
So that’s when it gets difficult (for me). I don’t know any optimizers that solve this problem properly, since they all terminate after moving the polygon around a bit and not observing any change.
My solution is the following:
First note that this is a periodic problem:
1. The polygon can be moved in horizontal direction x with a period of 3*r (side length = radius r) of the hexagon.
2. The polygon can be moved in vertical direction y with a period of r^2+r^2-2*rrcos(2/3*pi) of the hexagon.
3. The polygon can be rotated phi with a period of 2/3*pi.
That means, one has to search a finite area of possible solutions to find the optimal solution.
So what I do is, I choose a stepsize for (x,y,phi) and simply brute force compute all possible solutions, picking out the optimum.
Refining my questions
1) Is the problem formulated intelligently? Right now im working on an algorithm that only tessellates a very small area, so that as little hexagons as possible have to be computed.
2) Is there a more intelligent optimizer to solve the problem?
3) FINALLY: I also have difficulties finding appropriate literature, since I don’t guess I don’t know the right keywords to look for. So if anybody can provide me with literature, it would also be appreciated a lot.
Actually I could go on about other things ive tried but I think no one of u guys wants to spend the whole afternoon just reading my question.
Thx in advance to everybody who takes the time to think about it.
mat
PS i implement my algorithms in matlab
I like your approach! When you mention your optimization I think a good way to go about it is by rotating the hexagonal grid and translating it till you find the least amount of circles that cover the region. You don't need to rotate 360 since the pattern is symmetric so just 360/6.
I've been working on this problem for a while and have just published a paper that contains code to solve this problem! It uses genetic algorithms and BFGS optimization. You can find a link to the paper here: https://arxiv.org/abs/2003.04839
Edit: Answer rewritten (there's no limitation that circles couldn't go outside the polygon).
You might be interested in Covering a simple polygon with circles. I think the algorithm works or is extendable also to complex polygons.
1.Inscribe the given polygon in a minimum sized rectangle
2.Cover the rectangle optimally by circles (algorithm is available)
I want to ask about jelly physics ( http://www.youtube.com/watch?v=I74rJFB_W1k ), where I can find some good place to start making things like that ? I want to make simulation of cars crash and I want use this jelly physics, but I can't find a lot about them. I don't want use existing physics engine, I want write my own :)
Something like what you see in the video you linked to could be accomplished with a mass-spring system. However, as you vary the number of masses and springs, keeping your spring constants the same, you will get wildly varying results. In short, mass-spring systems are not good approximations of a continuum of matter.
Typically, these sorts of animations are created using what is called the Finite Element Method (FEM). The FEM does converge to a continuum, which is nice. And although it does require a bit more know-how than a mass-spring system, it really isn't too bad. The basic idea, derived from the study of continuum mechanics, can be put this way:
Break the volume of your object up into many small pieces (elements), usually tetrahedra. Let's call the entire collection of these elements the mesh. You'll actually want to make two copies of this mesh. Label one the "rest" mesh, and the other the "world" mesh. I'll tell you why next.
For each tetrahedron in your world mesh, measure how deformed it is relative to its corresponding rest tetrahedron. The measure of how deformed it is is called "strain". This is typically accomplished by first measuring what is known as the deformation gradient (often denoted F). There are several good papers that describe how to do this. Once you have F, one very typical way to define the strain (e) is:
e = 1/2(F^T * F) - I. This is known as Green's strain. It is invariant to rotations, which makes it very convenient.
Using the properties of the material you are trying to simulate (gelatin, rubber, steel, etc.), and using the strain you measured in the step above, derive the "stress" of each tetrahdron.
For each tetrahedron, visit each node (vertex, corner, point (these all mean the same thing)) and average the area-weighted normal vectors (in the rest shape) of the three triangular faces that share that node. Multiply the tetrahedron's stress by that averaged vector, and there's the elastic force acting on that node due to the stress of that tetrahedron. Of course, each node could potentially belong to multiple tetrahedra, so you'll want to be able to sum up these forces.
Integrate! There are easy ways to do this, and hard ways. Either way, you'll want to loop over every node in your world mesh and divide its forces by its mass to determine its acceleration. The easy way to proceed from here is to:
Multiply its acceleration by some small time value dt. This gives you a change in velocity, dv.
Add dv to the node's current velocity to get a new total velocity.
Multiply that velocity by dt to get a change in position, dx.
Add dx to the node's current position to get a new position.
This approach is known as explicit forward Euler integration. You will have to use very small values of dt to get it to work without blowing up, but it is so easy to implement that it works well as a starting point.
Repeat steps 2 through 5 for as long as you want.
I've left out a lot of details and fancy extras, but hopefully you can infer a lot of what I've left out. Here is a link to some instructions I used the first time I did this. The webpage contains some useful pseudocode, as well as links to some relevant material.
http://sealab.cs.utah.edu/Courses/CS6967-F08/Project-2/
The following link is also very useful:
http://sealab.cs.utah.edu/Courses/CS6967-F08/FE-notes.pdf
This is a really fun topic, and I wish you the best of luck! If you get stuck, just drop me a comment.
That rolling jelly cube video was made with Blender, which uses the Bullet physics engine for soft body simulation. The bullet documentation in general is very sparse and for soft body dynamics almost nonexistent. You're best bet would be to read the source code.
Then write your own version ;)
Here is a page with some pretty good tutorials on it. The one you are looking for is probably in the (inverse) Kinematics and Mass & Spring Models sections.
Hint: A jelly can be seen as a 3 dimensional cloth ;-)
Also, try having a look at the search results for spring pressure soft body model - they might get you going in the right direction :-)
See this guy's page Maciej Matyka, topic of soft body
Unfortunately 2d only but might be something to start with is JellyPhysics and JellyCar
I have a database with the current coordinates of every online user. With a push of a button the user can update his/her coordinates to update his current location (which are then sent off to server). The app will allow you to set the radius of a circle (where the user is in the center) in which you can see the other users on a map. The users outside the circle are discarded.
What is the optimal way to find the users around you?
1) The easiest solution is to find the distance between you and every user and then see if it's less than the radius. This would place the sever under unnecessarily great load as comparison has to be made with every user in the world. In addition, how would one deal with changes in the locations?
2) An improved way would be to only calculate and compare the distance with other users who have similar latitude and longitude. Again in order to be efficient, if the radius is decreased the app should only target users with even closer coordinates. This is not as easy as it sounds. If one were to walk around the North Pole with, say, 10m radius then every step around the circumference would equal to a change of 9 degrees longitude. Every step along the equator would be marginal. Still, even being very rough and assuming there aren't many users visiting the Poles I could narrow it down to some extent.
Any ideas regarding finding users close-by and how to keep them up to date would be much appreciated! :)
Andres
Very good practice is to use GeoHash concept (http://geohash.org/) or GeoModel http://code.google.com/p/geomodel/ (better for BigTable like databases). Those are efficient ways of geospatial searches. I encourage you to read some of those at links I have provided, but in few words:
GeoHash translates lon and lat to unique hash string, than you can query database through those hashes. If points are closer to each other similar prefix will bi longer
GeoModel is similar to GegoHash with that difference that hashed are squares with set accuracy. If square is smaller the hash is longer.
Hope I have helped you. But decision, which you will pick, is yours :).
Lukasz
1) you would probably need a two step process here.
a) Assuming that all locations go into a database, you can do a compare at the sql level (very rough one) based on the lat & long, i.e. if you're looking for 100m distances you can safely disregard locations that differ by more than 0.01 degree in both directions. I don't think your North Pole users will mind ;)
Also, don't consider this unnecessary - better do it on the server than the iPhone.
b) you can then use, for the remaining entries, a comparison formula as outlined below.
2) you can find a way to calculate distances between two coordinates here http://snipplr.com/view/2531/calculate-the-distance-between-two-coordinates-latitude-longitude/
The best solution currently, in my opinion, is to wrap the whole earth in a matrix. Every cell will cover a small area and have a unique identifier. This information would be stored for every coordinate in the database and it allows me to quickly filter out irrelevant users (who are very far away). Then use Pythagoras to calculate the distance between all the other users and the client.