Re: Res: Res: Polygon from point cloud and other from triangle list?

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
An alpha shape is not guaranteed to be a closed non-overlapping
polygon, though, which I think that the original requester needs.
Specifically, an alpha shape may create thin "bridges" of areas where
two vertices are connected "both ways" and thus generate an infinitely
thin connection.

Non-convex hulls are a better fit, if you don't need to punch holes
into your polygon (e g if there are no "lakes" in the middle that you
want open/not covered).

Perhaps something reasonable could be had by calculating the Delaunay
triangulation (which will give you the convex hull), and then removing
triangles from the boundary iteratively until you can remove no more
triangle without breaking whatever connectedness/area rule you want to
enforce. To make it well defined, you probably want to remove the
largest removable triangle from each pass of border triangle removal..

Sincerely,

jw

metanet software wrote:

hi,
you might also want to check out alpha shapes and non-convex hulls:

http://www.spatialanalysisonline.com/output/html/Non-convexhulls.html
http://www.cs.wustl.edu/~pless/546/lectures/lecture22.pdf
http://cgm.cs.mcgill.ca/~godfried/teaching/projects97/belair/alpha.html

raigan

--- On Wed, 6/24/09, Jose Marin <[email protected]> wrote:

From: Jose Marin <[email protected]>
Subject: [Algorithms] Res: Res: Polygon from point cloud and other from triangle list?
To: "Game Development Algorithms" <[email protected]>
Received: Wednesday, June 24, 2009, 3:03 PM

Thanks for the ideas, Jon!

If I find a good algorithm, I'll post it here, if someone
is interested.

Regards

Jose

----- Mensagem original ----
De: Jon Watte <[email protected]>
Para: Game Development Algorithms <[email protected]>
Enviadas: Quarta-feira, 24 de Junho de 2009 15:31:56
Assunto: Re: [Algorithms] Res: Polygon from point cloud and
other from triangle list?

Jose Marin wrote:

I need to find the outline polygon (may be non-convex,

and will be on most of the times) defined by the resulting
shape.

The problem is that "the outline polygon" is not well
defined, if you
allow it to be non-convex.
If you can define what it means to be "the outline
polygon," that would
get you closer to an algorithm.
Write down a number of cases on paper. Draw what you think
should be the
resulting polygon. Try to figure out what rule you,
yourself, use to
create that polygon.

For example, you can start with the polygon that consists
of all the
shapes -- this is a polygon; it's just disjoint. Now, you
probably want
it to be connected. That's one requirement right there. How
would you go
about connecting those shapes? The answer to that question
is not well
defined, either, but it's a start.

Sincerely,

jw

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