So, I've been struggling with a frankly now infuriating problem all day today.
Given a set of verticies of a triangle on a plane (just 3 points, 6 free parameters), I need to calculate the area of intersection of this triangle with the unit square defined by {0,0} and {1,1}. (I choose this because any square in 2D can be transformed to this, and the same transformation can move the 3 vertices).
So, now the problem is simplified down to only 6 parameters, 3 points... which I think is short enough that I'd be willing to code up the full solution / find the full solution.
( I would like this to run on a GPU for literally more than 2 million triangles every <0.5 seconds, if possible. as for the need for simplification / no data structures / libraries)
In terms of my attempt at the solution, I've... got a list of ways I've come up with, none of which seem fast or ... specific to the nice case (too general).
Option 1: Find the enclosed polygon, it can be anything from a triangle up to a 6-gon. Do this by use of some intersection of convex polygon in O(n) time algorithms that I found. Then I would sort these intersection points (new vertices, up to 7 of them O(n log n) ), in either CW or CCw order, so that I can run a simple area algorithm on the points (based on Greens function) (O(n) again). This is the fastest i can come with for an arbitrary convex n-gon intersecting with another m-gon. However... my problem is definitely not that complex, its a special case, so it should have a better solution...
Option 2: Since I know its a triangle and unit square, i can simply find the list of intersection points in a more brute force way (rather than using some algorithm that is ... frankly a little frustrating to implement, as listed above)
There are only 19 points to check. 4 points are corners of square inside of triangle. 3 points are triangle inside square. And then for each line of the triangle, each will intersect 4 lines from the square (eg. y=0, y=1, x=0, x=1 lines). that is another 12 points. so, 12+3+4 = 19 points to check. Once I have the, at most 6, at fewest 3, points that do this intersection, i can then follow up with one of two methods that I can think of.
2a: Sort them by increasing x value, and simply decompose the shape into its sub triangle / 4-gon shapes, each with an easy formula based on the limiting top and bottom lines. sum up the areas.
or 2b: Again sort the intersection points in some cyclic way, and then calculate the area based on greens function.
Unfortunately, this still ends up being just as complex as far as I can tell. I can start breaking up all the cases a little more, for finding the intersection points, since i know its just 0s and 1s for the square, which makes the math drop out some terms.. but it's not necessarily simple.
Option 3: Start separating the problem based on various conditions. Eg. 0, 1, 2, or 3 points of triangle inside square. And then for each case, run through all possible number of intersections, and then for each of those cases of polygon shapes, write down the area solution uniquely.
Option 4: some formula with heaviside step functions. This is the one I want the most probably, I suspect it'll be a little... big, but maybe I'm optimistic that it is possible, and that it would be the fastest computationally run time once I have the formula.
--- Overall, I know that it can be solved using some high level library (clipper for instance). I also realize that writing general solutions isn't so hard when using data structures of various kinds (linked list, followed by sorting it). And all those cases would be okay, if I just needed to do this a few times. But, since I need to run it as an image processing step, on the order of >9 * 1024*1024 times per image, and I'm taking images at .. lets say 1 fps (technically I will want to push this speed up as fast as possible, but lower bound is 1 second to calculate 9 million of these triangle intersection area problems). This might not be possible on a CPU, which is fine, I'll probably end up implementing it in Cuda anyways, but I do want to push the limit of speed on this problem.
Edit: So, I ended up going with Option 2b. Since there are only 19 intersections possible, of which at most 6 will define the shape, I first find those 3 to 6 verticies. Then i sort them in a cyclic (CCW) order. And then I find the area by calculating the area of that polygon.
Here is my test code I wrote to do that (it's for Igor, but should be readable as pseudocode) Unfortunately it's a little long winded, but.. I think other than my crappy sorting algorithm (shouldn't be more than 20 swaps though, so not so much overhead for writing better sorting)... other than that sorting, I don't think I can make it any faster. Though, I am open to any suggestions or oversights I might have had in chosing this option.
function calculateAreaUnitSquare(xPos, yPos)
wave xPos
wave yPos
// First, make array of destination. Only 7 possible results at most for this geometry.
Make/o/N=(7) outputVertexX = NaN
Make/o/N=(7) outputVertexY = NaN
variable pointsfound = 0
// Check 4 corners of square
// Do this by checking each corner against the parameterized plane described by basis vectors p2-p0 and p1-p0.
// (eg. project onto point - p0 onto p2-p0 and onto p1-p0. Using appropriate parameterization scaling (not unit).
// Once we have the parameterizations, then it's possible to check if it is inside the triangle, by checking that u and v are bounded by u>0, v>0 1-u-v > 0
variable denom = yPos[0]*xPos[1]-xPos[0]*yPos[1]-yPos[0]*xPos[2]+yPos[1]*xPos[2]+xPos[0]*yPos[2]-xPos[1]*yPos[2]
//variable u00 = yPos[0]*xPos[1]-xPos[0]*yPos[1]-yPos[0]*Xx+yPos[1]*Xx+xPos[0]*Yx-xPos[1]*Yx
//variable v00 = -yPos[2]*Xx+yPos[0]*(Xx-xPos[2])+xPos[0]*(yPos[2]-Yx)+yPos[2]*Yx
variable u00 = (yPos[0]*xPos[1]-xPos[0]*yPos[1])/denom
variable v00 = (yPos[0]*(-xPos[2])+xPos[0]*(yPos[2]))/denom
variable u01 =(yPos[0]*xPos[1]-xPos[0]*yPos[1]+xPos[0]-xPos[1])/denom
variable v01 =(yPos[0]*(-xPos[2])+xPos[0]*(yPos[2]-1)+xPos[2])/denom
variable u11 = (yPos[0]*xPos[1]-xPos[0]*yPos[1]-yPos[0]+yPos[1]+xPos[0]-xPos[1])/denom
variable v11 = (-yPos[2]+yPos[0]*(1-xPos[2])+xPos[0]*(yPos[2]-1)+xPos[2])/denom
variable u10 = (yPos[0]*xPos[1]-xPos[0]*yPos[1]-yPos[0]+yPos[1])/denom
variable v10 = (-yPos[2]+yPos[0]*(1-xPos[2])+xPos[0]*(yPos[2]))/denom
if(u00 >= 0 && v00 >=0 && (1-u00-v00) >=0)
outputVertexX[pointsfound] = 0
outputVertexY[pointsfound] = 0
pointsfound+=1
endif
if(u01 >= 0 && v01 >=0 && (1-u01-v01) >=0)
outputVertexX[pointsfound] = 0
outputVertexY[pointsfound] = 1
pointsfound+=1
endif
if(u10 >= 0 && v10 >=0 && (1-u10-v10) >=0)
outputVertexX[pointsfound] = 1
outputVertexY[pointsfound] = 0
pointsfound+=1
endif
if(u11 >= 0 && v11 >=0 && (1-u11-v11) >=0)
outputVertexX[pointsfound] = 1
outputVertexY[pointsfound] = 1
pointsfound+=1
endif
// Check 3 points for triangle. This is easy, just see if its bounded in the unit square. if it is, add it.
variable i = 0
for(i=0; i<3; i+=1)
if(xPos[i] >= 0 && xPos[i] <= 1 )
if(yPos[i] >=0 && yPos[i] <=1)
if(!((xPos[i] == 0 || xPos[i] == 1) && (yPos[i] == 0 || yPos[i] == 1) ))
outputVertexX[pointsfound] = xPos[i]
outputVertexY[pointsfound] = yPos[i]
pointsfound+=1
endif
endif
endif
endfor
// Check intersections.
// Procedure is: loop over 3 lines of triangle.
// For each line
// Check if vertical
// If not vertical, find y intercept with x=0 and x=1 lines.
// if y intercept is between 0 and 1, then add the point
// Check if horizontal
// if not horizontal, find x intercept with y=0 and y=1 lines
// if x intercept is between 0 and 1, then add the point
for(i=0; i<3; i+=1)
variable iN = mod(i+1,3)
if(xPos[i] != xPos[iN])
variable tx0 = xPos[i]/(xPos[i] - xPos[iN])
variable tx1 = (xPos[i]-1)/(xPos[i] - xPos[iN])
if(tx0 >0 && tx0 < 1)
variable yInt = (yPos[iN]-yPos[i])*tx0+yPos[i]
if(yInt > 0 && yInt <1)
outputVertexX[pointsfound] = 0
outputVertexY[pointsfound] = yInt
pointsfound+=1
endif
endif
if(tx1 >0 && tx1 < 1)
yInt = (yPos[iN]-yPos[i])*tx1+yPos[i]
if(yInt > 0 && yInt <1)
outputVertexX[pointsfound] = 1
outputVertexY[pointsfound] = yInt
pointsfound+=1
endif
endif
endif
if(yPos[i] != yPos[iN])
variable ty0 = yPos[i]/(yPos[i] - yPos[iN])
variable ty1 = (yPos[i]-1)/(yPos[i] - yPos[iN])
if(ty0 >0 && ty0 < 1)
variable xInt = (xPos[iN]-xPos[i])*ty0+xPos[i]
if(xInt > 0 && xInt <1)
outputVertexX[pointsfound] = xInt
outputVertexY[pointsfound] = 0
pointsfound+=1
endif
endif
if(ty1 >0 && ty1 < 1)
xInt = (xPos[iN]-xPos[i])*ty1+xPos[i]
if(xInt > 0 && xInt <1)
outputVertexX[pointsfound] = xInt
outputVertexY[pointsfound] = 1
pointsfound+=1
endif
endif
endif
endfor
// Now we have all 6 verticies that we need. Next step: find the lowest y point of the verticies
// if there are multiple with same low y point, find lowest X of these.
// swap this vertex to be first vertex.
variable lowY = 1
variable lowX = 1
variable m = 0;
for (i=0; i<pointsfound ; i+=1)
if (outputVertexY[i] < lowY)
m=i
lowY = outputVertexY[i]
lowX = outputVertexX[i]
elseif(outputVertexY[i] == lowY)
if(outputVertexX[i] < lowX)
m=i
lowY = outputVertexY[i]
lowX = outputVertexX[i]
endif
endif
endfor
outputVertexX[m] = outputVertexX[0]
outputVertexY[m] = outputVertexY[0]
outputVertexX[0] = lowX
outputVertexY[0] = lowY
// now we have the bottom left corner point, (bottom prefered).
// calculate the cos(theta) of unit x hat vector to the other verticies
make/o/N=(pointsfound) angles = (p!=0)?( (outputVertexX[p]-lowX) / sqrt( (outputVertexX[p]-lowX)^2+(outputVertexY[p]-lowY)^2) ) : 0
// Now sort the remaining verticies based on this angle offset. This will orient the points for a convex polygon in its maximal size / ccw orientation
// (This sort is crappy, but there will be in theory, at most 25 swaps. Which in the grand sceme of operations, isn't so bad.
variable j
for(i=1; i<pointsfound; i+=1)
for(j=i+1; j<pointsfound; j+=1)
if( angles[j] > angles[i] )
variable tempX = outputVertexX[j]
variable tempY = outputVertexY[j]
outputVertexX[j] = outputVertexX[i]
outputVertexY[j] =outputVertexY[i]
outputVertexX[i] = tempX
outputVertexY[i] = tempY
variable tempA = angles[j]
angles[j] = angles[i]
angles[i] = tempA
endif
endfor
endfor
// Now the list is ordered!
// now calculate the area given a list of CCW oriented points on a convex polygon.
// has a simple and easy math formula : http://www.mathwords.com/a/area_convex_polygon.htm
variable totA = 0
for(i = 0; i<pointsfound; i+=1)
totA += outputVertexX[i]*outputVertexY[mod(i+1,pointsfound)] - outputVertexY[i]*outputVertexX[mod(i+1,pointsfound)]
endfor
totA /= 2
return totA
end