Creating simplified bounds with an inaccuracy threshold - unity3d

Given a set of non-rotated AABB bounds, I'm hoping to create a simpler set of bounds from the original set, that allows for a specified amount of inaccuracy.
Some examples:
I'm working with this in Unity with Bounds, but it's just basic AABB comparison stuff, nothing Unity-specific. I figure someone must have worked out a system for this at some point in the past, but I had no luck searching around. Encapsulating bounds are easy but this is harder, since you can't just iterate through each bounds one by one. Sometimes a simpler solution can only be seen by looking at the whole thing.
Fast performance isn't critical but would be nice. Inaccuracy is OK in both directions (i.e. the bounds may cover a little less than the actual size or a little more). If it helps, I can expect all bounds in the original set to be connected somewhere - no free-floating pieces in a separate group.
I don't expect anyone to write up a whole system to solve this, I'm more hoping that it's already been solved or that maybe there's an obvious process to achieve it that I haven't thought of yet.

This sounds something that could be handled with Surface Area Heuristics (SAH). SAH is commonly used in ray tracing to build better tree like structures were the triangles are stored. There are multiple sources discussing it more. One good is Wald's thesis chapter 7.3.
The basic idea in the SAH built is to start with the whole space and divide it recursively. Division position is decided by sweeping through all reasonable positions and calculating surface area of both child nodes. The reasonable positions are the positions were any triangle has its upper or lower bound. After sweeping through all the candidates, the division with the smallest total surface area in the children is used.
If SAH is not a good idea for your application, you could use similar sweeping through all candidates, but calculate for example the extra space inside the AABBs.

Related

Expanding object/feature pixel area

Which method is commonly used to evaluate the remaining 'boundary' pixels after an initial segmentation (based on thresholds)?
I thought about classification based on a standard deviation from the threshold values but I don't know if that is common practice in image analysis. This would be a region growing method but based on the answer on this question ( http://www.mathworks.com/matlabcentral/answers/53351-how-can-i-segment-a-color-image-with-region-growing ) it is not sensible to use the region growing algorithm. Someone suggested imdilate. This method seems arbitrary, useful when enhancing images for aesthetic purpose or to enhance the visibility. For my problem the assigning of the pixels has to be correct because I have to do measurements on these extracted objects/features and a few pixels make a huge difference.
What I was looking for :
To collect my boundary pixels of the BW image from the first segmentation (which I found : http://nl.mathworks.com/help/images/ref/bwboundaries.html)
A decision rule (nearest neighbor ?) to classify those boundary pixels. It would be helpful if there were multiple methods to do this, because it makes a relative accuracy check of the classification possible.
I would really appreciate the input/advice from someone with more experience in this area to point me to the right direction (functions, tutorials etc…)
Thank you !
What will work for you depends very much on the images you have. This is no one-size-fits-all algorithm.
First, you need to answer the question: Given a pixel close to a segmented feature, what would make you believe that this pixel belongs to the feature? Also: what is "close"?
The answer to the second question determines your search area. Here, imdilate is useful to identify candidate pixels (i.e. you dilate your feature, subtract the feature, and you are left with a ring of candidate pixels around each feature). If you test on all pixels, the risk is not so much that it could take forever, but that for some images, your region growing mechanism expands to the entire image.
The answer to the first question determines what algorithm you'll use. Do you look for a gradient, i.e. "if pixel p is closer in intensity to the adjacent feature than to most of its neighbors, then I take it"? Do you look for texture? Do you look for a local threshold (hysteresis thresholding)? The answer, again, depends very much on the images you are segmenting. Make sure you test on a large set of images, because what may look good on one image may totally fail on a different one.

Is there any regularity-detection tool for regions inside an image?

I'm working on MATLAB on some regions inside an image. I'm at a point in which I would like to be able to separate regions which exhibit some kind of regularity (e.g., being circle-ish or square-ish) from regions which does not resemble any known figure and which for my application are mere noise. I'll illustrate this using a descriptive MS Paint image:
Is there any tool that, most of the times (or even less, I know this can't be 100/100) will recognize the red thing as being different?
I'll deal with many shapes in a single image, so I don't mind if I carry on some red monsters along the way, as long as the majority of them is kicked out. Of course I know the indices of these regions, so I can manipulate them in MATLAB.
Many algorithms come to mind, e.g., getting the boundary and checking for its regularity/the number of times it changes curvature/..., checking for variations in vertical length through different columns (nearly 0 for the linear feature, really high for the red stuff), ...
However I was hoping in some help from a tool out there. It doesn't matter if this tool won't cover all cases (for example, will kick out circles), I've been very broad to get the maximum number of inputs from you guys - any tool will be inspiring and helpful (and, however, we can't expect a perfect answer for the deeper question - recognizing regular shapes - which seems more like a AI field of research). I also think that, while being broad, this is totally non-subjective so should fit in SO. Thank you.
Side note 1: I'll deal mostly with elongated, extended features like the top-right one, so circles are not that relevant.
Side note 2: To be 100% clear, I would need something (be it an already existant tool, or some ideas pointed out by you) that acts on the indices of the shapes, in terms of rows-columns into the original image, or on the boundary of the shape itself.
Side note 3: Apart from tools/suggestions/ideas, you are welcomed to write down some lines of code ;) I'm getting the regions as connected components from bwconncomp.
I had to solve a similar problem recently that involved counting the number of indentations on blobs within in an image (basically, the connected components returned by bwconncomp). The method I used was to look at curvature changes along the boundary calculated via the FFT. In your case, the red blobs would have a large number of curvature variations, whereas the black regions would not. It's a pretty easy calculation and relatively fast. The code is on github here:
https://github.com/mjsottile/blobdents
The file of interest is src/countindents.m. A short description of the approach is here:
http://arxiv.org/abs/1501.07692
I went for the easier road as suggested by #Mikhail in comments.
I found out regionprops has a really helpful tool called Solidity. Quoting docs,
Returns a scalar specifying the proportion of the pixels in the convex hull that are also in the region. Computed as Area/ConvexArea.
Convex hull is defined as the smallest convex polygon that can contain the region. So Solidity goes up to 1 if the shape is kind of regular and has no convexity changes; down to 0 for my red shape, which leaves space between itself and the convex polygon.
Of course it never reaches 0, lowest value should belong to a kind of +-shaped sign.

Alternatives to diamond-square for incremental procedural terrain generation?

I'm currently in the process of coding a procedural terrain generator for a game. For that purpose, I divide my world into chunks of equal size and generate them one by one as the player strolls along. So far, nothing special.
Now, I specifically don't want the world to be persistent, i.e. if a chunk gets unloaded (maybe because the player moved too far away) and later loaded again, it should not be the same as before.
From my understanding, implicit approaches like treating 3D Simplex Noise as a density function input for Marching Cubes don't suit my problem. That is because I would need to reseed the generator to obtain different return values for the same point in space, leading to discontinuities along chunk borders.
I also looked into Midpoint Displacement / Diamond-Square. By seeding each chunk's heightmap with values from the borders of adjacent chunks and randomizing the chunk corners that don't have any other chunks nearby, I was able to generate a tileable terrain that exhibits the desired behavior. Still, the results look rather dull. Specifically, since this method relies on heightmaps, it lacks overhangs and the like. Moreover, even with the corner randomization, terrain features tend to be confined to small areas, i.e. there are no multiple-chunk hills or similar landmarks.
Now I was wondering if there are other approaches to this that I haven't heard of/thought about yet. Any help is highly appreciated! :)
Cheers!
Post process!
After you do the heightmaps, run back through adding features.
This is how Minecraft does it to get the various caverns and cliff overhangs.

Simulating physics for voxel constructions (Minecraft, Dwarf Fortress, etc)?

I'm hoping to prototype some very basic physics/statics simulations for "voxel-based" games like Minecraft and Dwarf Fortress, so that the game can detect when a player has constructed a structure that should not be able to stand up on its own.. Obviously this is a very fuzzy definition -- whether a structure is impossible depends upon multitude of material and environmental properties -- but the general idea is to motivate players to build structures that resemble the buildings we see in the real world. I'll describe what I mean in a bit more detail below, but I generally want to know if anyone could suggest either an potential approach to the problem or a resource that I could use.
Here's some examples of buildings that could be impossible if the material was not strong enough.
Here's some example situations. My understanding of this subject is not great but bear with me.
If this structure were to be made of concrete with dimensions of, say, 4m by 200m, it would probably not be able to stand up. Because the center of mass is not over its connection to the ground, I think it would either tip over or crack at the base.
The center of gravity of this arch lies between the columns holding it up, but if it was very big and made of a weak, heavy material, it would crumble under its own weight.
This tower has its center of gravity right over its base, but if it is sufficiently tall then it only takes a bit of force for the wind to topple it over.
Now, I expect that a full-scale real-time simulation of these physics isn't really possible... but there's a lot of ways that I could simplify the simulation. For example:
Tests for physics-defying structures could be infrequently and randomly performed, so a bad building doesn't crumble right as soon as it is built, but as much as a few minutes later.
Minecraft and Dwarf Fortress hardly perform rigid- or soft-body physics. For this reason, any piece of a building that is deemed to be physically impossible can simple "pop" into rubble instead of spawning a bunch of accurate physics props.
Have you considered taking an existing 3d environment physics engine and "rounding off" orientations of objects? In the case of your first object (the L-shaped thing), you could run a simulation of a continuous, non-voxelized object of similar shape behind the scenes and then monitor that object for orientation changes. In a simple case, if the object's representation of the continuous hits the ground, the object in the voxelized gameplay world could move its blocks to the ground.
I don't think there is a feasible way to do this. Minecraft has no notion of physical structure. So you will have to look at each block individually to determine if it should fall (there are other considerations but this is minimum). You would therefore need a way to distinguish between ground and "not ground". This is modeling problem first and foremost, not a programming problem (not even simulation design). I think this question is out of scope for SO.
For instance consider the following model, that may give you an indication of the complexities involved:
each block above height = 0 experiences a "down pull" = P, P may be any of the following:
0 if the box is supported by another box
m*g (where m is its mass which depends on material density * voxel volume) otherwise if it is free
F represents some "friction" or "glue" between vertical faces of boxes, it counteracts P.
This friction should have a threshold beyond which it "breaks" and the block then has a net pull downwards.
if m*g < sum F, box stays where it is. Otherwise, box falls.
F depends on the pairs of materials in contact
for n=2, so you can form a line of blocks between two towers
F is what causes the net pull of a box to be larger than m*g. For instance if you have two blocks a-b-c with c being on d, then a pulls on b, so b should be "heavier" than m*g where it contacts c. If this net is > F, then the pair a-b should fall.
You might be able to simulate the above and get interesting results, but you will find it really challenging to handle the case where there are two towsers with a line of blocks between them: the towers are coupled together by line of blocks, there is no longer a "tip" to the line of blocks. At this stage you might as well get out your physics books to create a system of boxes and springs and come up with equations that you might be able to solve numerically, but in a full 3D system you will have a 3D mesh of springs to navigate iteratively to converge to force values on each box and determine which ones move.
A professor of mine suggested that I look at this paper.
Additionally, I found the keyword for what it is I'm looking for. "Structural Analysis." I bought a textbook and I have a long road ahead of me.

Jelly physics 3d

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