Computational geometry in the context of Intersection of a polyhedron with a line


Computational geometry in the context of Intersection of a polyhedron with a line

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⭐ Core Definition: Computational geometry

Computational geometry is a branch of computer science devoted to the study of algorithms that can be stated in terms of geometry. Some purely geometrical problems arise out of the study of computational geometric algorithms, and such problems are also considered to be part of computational geometry. While modern computational geometry is a recent development, it is one of the oldest fields of computing with a history stretching back to antiquity.

Computational complexity is central to computational geometry, with great practical significance if algorithms are used on very large datasets containing tens or hundreds of millions of points. For such sets, the difference between O(n) and O(n log n) may be the difference between days and seconds of computation.

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👉 Computational geometry in the context of Intersection of a polyhedron with a line

In computational geometry, the problem of computing the intersection of a polyhedron with a line has important applications in computer graphics, optimization, and even in some Monte Carlo methods. It can be viewed as a three-dimensional version of the line clipping problem.

If the polyhedron is given as the intersection of a finite number of halfspaces, then one may partition the halfspaces into three subsets: the ones that include only one infinite end of the line, the ones that include the other end, and the ones that include both ends. The halfspaces that include both ends must be parallel to the given line, and do not contribute to the solution. Each of the other two subsets (if it is non-empty) contributes a single endpoint to the intersection, which may be found by intersecting the line with each of the halfplane boundary planes and choosing the intersection point that is closest to the end of the line contained by the halfspaces in the subset. This method, a variant of the Cyrus–Beck algorithm, takes time linear in the number of face planes of the input polyhedron. Alternatively, by testing the line against each of the polygonal facets of the given polyhedron, it is possible to stop the search early when a facet pierced by the line is found.

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Computational geometry in the context of Computer science

Computer science is the study of computation, information, and automation. Included broadly in the sciences, computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design and implementation of hardware and software). An expert in the field is known as a computer scientist.

Algorithms and data structures are central to computer science.The theory of computation concerns abstract models of computation and general classes of problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of repositories of data. Human–computer interaction investigates the interfaces through which humans and computers interact, and software engineering focuses on the design and principles behind developing software. Areas such as operating systems, networks and embedded systems investigate the principles and design behind complex systems. Computer architecture describes the construction of computer components and computer-operated equipment. Artificial intelligence and machine learning aim to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, planning and learning found in humans and animals. Within artificial intelligence, computer vision aims to understand and process image and video data, while natural language processing aims to understand and process textual and linguistic data.

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Computational geometry in the context of Analytic geometry

In mathematics, analytic geometry, also known as coordinate geometry or Cartesian geometry, is the study of geometry using a coordinate system. This contrasts with synthetic geometry.

Analytic geometry is used in physics and engineering, and also in aviation, rocketry, space science, and spaceflight. It is the foundation of most modern fields of geometry, including algebraic, differential, discrete and computational geometry.

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Computational geometry in the context of Bounding volume

In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap.

A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite).

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Computational geometry in the context of Discrete geometry

Discrete geometry and combinatorial geometry are branches of geometry that study combinatorial properties and constructive methods of discrete geometric objects. Most questions in discrete geometry involve finite or discrete sets of basic geometric objects, such as points, lines, planes, circles, spheres, polygons, and so forth. The subject focuses on the combinatorial properties of these objects, such as how they intersect one another, or how they may be arranged to cover a larger object.

Discrete geometry has a large overlap with convex geometry and computational geometry, and is closely related to subjects such as finite geometry, combinatorial optimization, digital geometry, discrete differential geometry, geometric graph theory, toric geometry, and combinatorial topology.

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Computational geometry in the context of Convex geometry

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Computational geometry in the context of Convex hull

In geometry, the convex hull, convex envelope or convex closure of a shape is the smallest convex set that contains it. The convex hull may be defined either as the intersection of all convex sets containing a given subset of a Euclidean space, or equivalently as the set of all convex combinations of points in the subset. For a bounded subset of the plane, the convex hull may be visualized as the shape enclosed by a rubber band stretched around the subset.

Convex hulls of open sets are open, and convex hulls of compact sets are compact. Every compact convex set is the convex hull of its extreme points. The convex hull operator is an example of a closure operator, and every antimatroid can be represented by applying this closure operator to finite sets of points.The algorithmic problems of finding the convex hull of a finite set of points in the plane or other low-dimensional Euclidean spaces, and its dual problem of intersecting half-spaces, are fundamental problems of computational geometry. They can be solved in time for two or three dimensional point sets, and in time matching the worst-case output complexity given by the upper bound theorem in higher dimensions.

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Computational geometry in the context of Polygon triangulation

In computational geometry, polygon triangulation is the partition of a polygonal area (simple polygon) P into a set of triangles, i.e., finding a set of triangles with pairwise non-intersecting interiors whose union is P.

Triangulations may be viewed as special cases of planar straight-line graphs. When there are no holes or added points, triangulations form maximal outerplanar graphs.

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Computational geometry in the context of Art gallery theorem

The art gallery problem or museum problem is a well-studied visibility problem in computational geometry. It originates from the following real-world problem:

In the geometric version of the problem, the layout of the art gallery is represented by a simple polygon and each guard is represented by a point in the polygon. A set of points is said to guard a polygon if, for every point in the polygon, there is some such that the line segment between and does not leave the polygon.

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Computational geometry in the context of Motion planning

Motion planning, also path planning (also known as the navigation problem or the piano mover's problem) is a computational problem to find a sequence of valid configurations that moves the object from the source to destination. The term is used in computational geometry, computer animation, robotics and computer games.

For example, consider navigating a mobile robot inside a building to a distant waypoint. It should execute this task while avoiding walls and not falling down stairs. A motion planning algorithm would take a description of these tasks as input, and produce the speed and turning commands sent to the robot's wheels. Motion planning algorithms might address robots with a larger number of joints (e.g., industrial manipulators), more complex tasks (e.g. manipulation of objects), different constraints (e.g., a car that can only drive forward), and uncertainty (e.g. imperfect models of the environment or robot).

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Computational geometry in the context of General position

In algebraic geometry and computational geometry, general position is a notion of genericity for a set of points, or other geometric objects. It means the general case situation, as opposed to some more special or coincidental cases that are possible, which is referred to as special position. Its precise meaning differs in different settings.

For example, generically, two lines in the plane intersect in a single point (they are not parallel or coincident). One also says "two generic lines intersect in a point", which is formalized by the notion of a generic point. Similarly, three generic points in the plane are not collinear; if three points are collinear (even stronger, if two coincide), this is a degenerate case.

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Computational geometry in the context of Maxima of a point set

In computational geometry, a point p in a finite set of points S is said to be maximal or non-dominated if there is no other point q in S whose coordinates are all greater than or equal to the corresponding coordinates of p. The maxima of a point set S are all the maximal points of S.The problem of finding all maximal points, sometimes called the problem of the maxima or maxima set problem, has been studied as a variant of the convex hull and orthogonal convex hull problems. It is equivalent to finding the Pareto frontier of a collection of points, and was called the floating-currency problem by Herbert Freeman based on an application involving comparing the relative wealth of individuals with different holdings of multiple currencies.

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Computational geometry in the context of Geometric modeling


Geometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes.The shapes studied in geometric modeling are mostly two- or three-dimensional (solid figures), although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling is done with computers and for computer-based applications. Two-dimensional models are important in computer typography and technical drawing. Three-dimensional models are central to computer-aided design and manufacturing (CAD/CAM), and widely used in many applied technical fields such as civil and mechanical engineering, architecture, geology and medical image processing.

Geometric models are usually distinguished from procedural and object-oriented models, which define the shape implicitly by an opaque algorithm that generates its appearance. They are also contrasted with digital images and volumetric models which represent the shape as a subset of a fine regular partition of space; and with fractal models that give an infinitely recursive definition of the shape. However, these distinctions are often blurred: for instance, a digital image can be interpreted as a collection of colored squares; and geometric shapes such as circles are defined by implicit mathematical equations. Also, a fractal model yields a parametric or implicit model when its recursive definition is truncated to a finite depth.

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Computational geometry in the context of Collision detection

Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of if, when and where two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects.

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Computational geometry in the context of Geometric combinatorics

Geometric combinatorics is a branch of mathematics in general and combinatorics in particular. It includes a number of subareas such as polyhedral combinatorics (the study of faces of convex polyhedra), convex geometry (the study of convex sets, in particular combinatorics of their intersections), and discrete geometry, which in turn has many applications to computational geometry. Other important areas include metric geometry of polyhedra, such as the Cauchy theorem on rigidity of convex polytopes. The study of regular polytopes, Archimedean solids, and kissing numbers is also a part of geometric combinatorics. Special polytopes are also considered, such as the permutohedron, associahedron and Birkhoff polytope.

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