NOTES
UNIT 33 - SIMPLE ALGORITHMS II - POLYGONS
A. INTRODUCTION
- the previous unit looked at a simple algorithm for
determining the intersection of two lines
- this unit considers at a second simple algorithm and at
some extensions
B. POLYGON AREA
Objective
- find the area of a polygon which is defined by a sequence
of vertices
Method
Problems
- this algorithm works fine when the polygon has holes and
overhangs
- does not work with polygons whose boundaries self-cross
(i.e. figure 8)
- if the polygon is digitized counterclockwise its area is
negative
- problems occur when the polygon has negative y values:
- cannot "drop" a perpendicular to the x axis
- solutions:
- add a large value to all y's
- drop vertical lines to points below the lowest
y value
- if the coordinate system is very precise, i.e. UTM with
large numbers, will lose accuracy as a result of the
comparative lack of precision of the computer
- therefore, does not work on small polygons in large
coordinate systems
- solution:
- move the origin temporarily up to a location
near the vertices
- this reduces the size of the coordinate values
Calculating areas of many polygons at once
- if polygons are defined by arcs with L and R polygons
identified
- can do calculations of trapezoid area for each arc
- keep a running total of the area of each
polygon
- L polygon gets negative area
- R polygon gets positive area
- after processing each arc, we have the areas of each
polygon
- outside world will have area equal to the negative
of the total area of all polygons
C. POINT IN POLYGON ALGORITHM
Objective
- determine whether a given point lies inside or outside a
given polygon
Generalization
- find out which polygon of a set contains each of a set of
points
- examples
- determine which county contains each of a set of
customers identified by their coordinates, using a
county boundary file
- identify the attributes of the land use polygon
containing a given house
- notation
- the point is at (u,v)
- the polygon has n points, (x(i),y(i)), i=1,...,n,
and is closed by making (x(n+1),y(n+1)) =
(x(1),y(1))
Strategy
Sample code
overhead - Simple point in polygon program
handout - Simple point in polygon program
ni = +1
for i=1 to n
if x(i+1) &LT> x(i) then (A)
if (x(i+1)-u) * (u-x(i)) >= 0 then (B)
if x(i+1) &LT> u or x(i) &LT= u then (C)
if x(i) &LT> u or x(i+1) >= u then (D)
b = (y(i+1)-y(i)) / (x(i+1)-x(i))
a = y(i)-b * x(i)
yi = a+b*u
if yi > v then
ni = ni*(-1)
end if
end if
end if
end if
end if
next i
- b is the slope of the line from (x(i),y(i)) to
(x(i+1),y(i+1))
- by substituting x=u in the equation y=a+b*x we get
the y coordinate of the intersection between this
line and the vertical line through x=u
- then if y(i) > v the intersection must be above the
point, and so is counted
- the value of ni alternates between +1 and -1
- it is flipped every time an intersection is found
- at the end, ni=-1 if the point is in, +1 if the
point is out
Special cases
- lines (A) through (D) deal with special cases, as
follows:
A. if the line from (x(i),y(i)) to (x(i+1),y(i+1)) is
vertical there can be no intersection
diagram
B. there can only be an intersection if the ith point
is on one side of the vertical line through u and the
i+1th point is on the other side
diagram
C.D. if either (x(i),y(i)) or (x(i+1),y(i+1)) lies exactly
on the line, i.e. the point at (u,v) lies directly below
a vertex, we may miscount:
diagram
- solution to this is:
- if (x(i),y(i)) lies exactly on the line
- count an intersection only if (x(i+1),y(i+1))
lies to the right, or
- if (x(i+1),y(i+1)) lies exactly on the line
- count an intersection only if (x(i),y(i)) lies
to the left
Polygon with isolated islands
diagram
Polygon has hole with an island
diagram
Concave polygons
diagram
What if the point is on the boundary?
- some point in polygon routines deal with this explicitly,
but this does not
- sometimes it finds the point inside, sometimes
outside
Fuzzy boundaries
- Blakemore (see Blakemore, 1984) described a "fuzzy"
generalization of the point in polygon problem:
- location of the boundary is uncertain
- a band of width epsilon is drawn around the
boundary, and represents the band within which the
true boundary is assumed to lie
- points can now be classified as "definitely out",
"probably out", "probably in" and "definitely in"
Many points in many polygons
- polygons will likely be stored by arc
- check all arcs against vertical lines drawn upward from
each point
overhead - Many points in many polygons
- if an arc between polygons A and B intersects,
record an intersection with the boundary of both A
and B, irrespective of which side of the arc A and B
lie on
- this will require a counter for each point/polygon
combination
- a better algorithm is as follows:
- when an arc is found to intersect a vertical line, record
the y value of the intersection and the polygon lying
below the intersection (right polygon if the arc runs
from W to E, left polygon otherwise)
- will still need to check every arc against every point,
unless some sorting is done first
D. CENTROID LOCATION
overhead - Examples of centroid locations
- the centroid is potentially useful as a representative,
central point in the polygon
- the centroid can be defined as the point about which the
polygon would balance if it were cut out in plywood of
uniform thickness and suspended
- unfortunately the centroid is not always inside the
polygon, which reduces its usefulness as a central
point
- some programs calculate the centroid by averaging the x
and y coordinates of the polygon vertices
- this does not give the centroid
diagram
Method
E. SKELETON
- is the network of lines inside a polygon constructed so
that each point on the network is equidistant from the
nearest two edges in the polygon boundary
- nodes on the network are equidistant from the three
nearest edges
- a skeleton is what remains when a polygon contracts
- each of its straight edges moves inward at a
constant rate
- can be thought of as the opposite of the buffer
operation
overhead - Polygon skeleton
- at the convex corners of the polygon, the bisectors
of their adjacent edges form lines that are traced
inward
- at each concave corner, the reduced polygon consists
of the arc of a circle centered on the corner
- as the process continues the bisectors and arcs
eventually merge, forming a tree-like structure
- as the polygon gets smaller, it may form into two or more
islands
- ultimately, the polygon is reduced to a point
- this point is:
- furthest from the original boundary
- the center of the largest circle one could draw
inside the original polygon
Applications
- finding good locations for labels for polygons
- label might be drawn:
- along the skeleton axis of a polygon
- at the point remaining after the polygon has
been shrunk to a point
- breaking a city block into polygons, one for each face of
the block, for labeling
REFERENCES
Blakemore, M., 1984, "Generalization and error in spatial
databases," Cartographica 21:131-9.
Shamos, M.I., and F.P. Preparata, 1985. Computational
Geometry, Springer-Verlag, Berlin. The standard but
technically complex work on geometric algorithms.
DISCUSSION AND EXAM QUESTIONS
1. Discuss the results of using the polygon area and point
in polygon algorithms when the polygon is not correctly
structured (e.g. unclosed, figure-of-eight).
2. Modify the point in polygon algorithm to determine
correctly if the point lies on the boundary of the polygon,
in addition to inside or outside.
3. Derive the equations for polygon area and centroid from
first principles.
4. Modify the polygon area algorithm to test for and
accommodate negative y coordinates.
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