Update position of a point [closed] - c

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Closed 13 years ago.
My problem is this:
I have a set of points in 3D space, and their positions are updated from time to time with a certain velocity. But i need to keep a minimal distance between them.
Can you help me with this?
EDIT: I am using C for the implementation of the algorithm.
Thanks in advance.

You can also do this using a physics simulation. This gives many more possibilities, but at a higher computational cost.
For example, others here suggest detecting collisions, but in your comment to duffymo you suggest you would might like a smooth deceleration to avoid collision. In this case, you could create an inter-particle force pushing them away from each other, and then calculate your velocity at each time step using a = F/m, and v = v0 + dt a, where F is the sum of the forces of all the particles on each other. For an example inter-particle force you could use something that looks like one of these:
Calculated from the Python code below. But really anything could work as long as it gets large enough near your minimum distance (so the points never come that close together), and it's zero beyond some distance (so the points aren't always repelled from each other).
from pylab import *
def repulse(x, c, rmin=1., fmax=100):
if x<=rmin:
return fmax
try:
f = c/(x-rmin)-5.
if f<0.:
f = 0.
if f>fmax:
return fmax
except:
f = fmax
return f
x = arange(0, 100, .01)
r = 0.*x
for c in range(0, 10):
for i, xv in enumerate(x):
r[i] = repulse(xv, 2.**c)
plot(x, r)
show()

If you want to keep a minimal distance d, you can always assume the points are made up of rigid balls of radius d/2. So whenever 2 balls come in contact (i.e. the distance is ≤ d), you change the velocity assuming an elastic collision. Look up your physics textbook for how to change the velocity in case of elastic collision.
(You may need to implement a quad-tree for efficient collision detection.)

Updating position given a velocity is easy - just use a first order difference for the velocity and calculate the position at the end of the time step.
"But I need to keep a minimal distance between them" - makes no sense at all. The distance between them will be governed by the physics of the process that gives you the velocity vector. Can you describe what you're trying to do?

The first thing you need to do is to detect when distance between 2 points becomes less than your minimal distance. The second one is to move point in a way to remove collisions.
The first part is circle-to-circle collission* detection basically, so the aproaches are the same: checking distance between every moved point and other points or using continious collision detection*(if points move by some simple laws).
The second part is up to you, there are too many ways.
(*) - googleable

Determining whether two particles will collide. Suppose you have two particles A and B, and you know their positions at time 0 and their velocities. Initially they are farther apart than the distance r; you want to know if and when they will come within r of each other.
Let's define two 3D vectors R and V. R = the position of B relative to A at time 0, B.position - A.position, and V = the velocity of B relative to A, B.velocity - A.velocity. The square of the distance between A and B at time t will be
square_of_distance(t)
= abs(R + V*t)^2
= dot(R + V*t, R + V*t)
= dot(R, R) + 2 * dot(R, V*t) + dot(V*t, V*t)
= dot(R, R) + 2 * dot(R, V) * t + dot(V, V) * t^2
where dot(v1, v2) is the dot product of two vectors and abs(v) is the vector length.
This turns out to be a simple quadratic function of t. Using the quadratic formula, you can find the times t, if any, when square_of_distance(t) = r2. That will tell you if and when the particles approach each other closer than r.
Determining which of a large number of particles will collide first. Of course you can take every possible pair of particles and calculate when they collide. That's O(n2). Improving on that is harder than the simple stuff we've been doing here so far.
Since you only really need to know about the next, say, n seconds, you can calculate a bounding box for each particle's path over that period of time, extend all those boxes by r in each direction, and see which ones, if any, overlap. This can be done using a modified kd-tree. Overlapping bounding boxes do not necessarily indicate actual collisions, only potential collisions. These potential collisions still have to be checked mathematically to see if there are any real collisions; this is just a way to reduce the amount of checking from O(n2) to something more manageable.

Related

Differences in Differentiation Implementations in MATLAB

I'm trying to find the (numerical) curvature at specific points. I have data stored in an array, and I essentially want to find the local curvature at every separate point. I've searched around, and found three different implementations for this in MATLAB: diff, gradient, and del2.
If my array's name is arr I have tried the following implementations:
curvature = diff(diff(arr));
curvature = diff(arr,2);
curvature = gradient(gradient(arr));
curvature = del2(arr);
The first two seem to output the same values. This makes sense, because they're essentially the same implementation. However, the gradient and del2 implementations give different values from each other and from diff.
I can't figure out from the documentation precisely how the implementations work. My guess is that some of them are some type of two-sided derivative, and some of them are not two-sided derivatives. Another thing that confuses me is that my current implementations use only the data from arr. arr is my y-axis data, the x-axis essentially being time. Do these functions default to a stepsize of 1 or something like that?
If it helps, I want an implementation that takes the curvature at the current point using only previous array elements. For context, my data is such that a curvature calculation based on data in the future of the current point wouldn't be useful for my purposes.
tl;dr I need a rigorous curvature at a point implementation that uses only data to the left of the point.
Edit: I kind of better understand what's going on based on this, thanks to the answers below. This is what I'm referring to:
gradient calculates the central difference for interior data points.
For example, consider a matrix with unit-spaced data, A, that has
horizontal gradient G = gradient(A). The interior gradient values,
G(:,j), are
G(:,j) = 0.5*(A(:,j+1) - A(:,j-1)); The subscript j varies between 2
and N-1, with N = size(A,2).
Even so, I still want to know how to do a "lefthand" computation.
diff is simply the difference between two adjacent elements in arr, which is exactly why you lose 1 element for using diff once. For example, 10 elements in an array only have 9 differences.
gradient and del2 are for derivatives. Of course, you can use diff to approximate derivative by dividing the difference by the steps. Usually the step is equally-spaced, but it does not have to be. This answers your question why x is not used in the calculation. I mean, it's okay that your x is not uniform-spaced.
So, why gradient gives us an array with the same length of the original array? It is clearly explained in the manual how the boundary is handled,
The gradient values along the edges of the matrix are calculated with single->sided differences, so that
G(:,1) = A(:,2) - A(:,1);
G(:,N) = A(:,N) - A(:,N-1);
Double-gradient and del2 are not necessarily the same, although they are highly correlated. It's all because how you calculate/approximate the 2nd-oder derivatives. The difference is, the former approximates the 2nd derivative by doing 1st derivative twice and the latter directly approximates the 2nd derivative. Please refer to the help manual, the formula are documented.
Okay, do you really want curvature or the 2nd derivative for each point on arr? They are very different. https://en.wikipedia.org/wiki/Curvature#Precise_definition
You can use diff to get the 2nd derivative from the left. Since diff takes the difference from right to left, e.g. x(2)-x(1), you can first flip x from left to right, then use diff. Some codes like,
x=fliplr(x)
first=x./h
second=diff(first)./h
where h is the space between x. Notice I use ./, which idicates that h can be an array (i.e. non-uniform spaced).

Getting points along a line given heading, starting point and distance between points

I am currently working on my research and coding my theories to simulate scenarios.
I need a way to incrementally find points along a given heading (angle between a line and the positive x axis) given the heading, the starting point, and the distance between the points. The new points should be in the direction of the heading. I am somehow facing a difficulty on how I should go about doing this.
With enough time I can come up with a way myself, but given that sharpening my coding skills is not my final outcome here and I would rather spend more time experimenting with my theory, I was wondering if anyone could help me find a solution. I am working with C, so a solution in C would be preferred and not one that uses library functions available in other languages.
One solution is to create a unit vector in the direction you want
for example lets say you want 45 degrees, the unit vector would be
<1/sqrt(2), 1/sqrt(2)>. this distance would be 1 since its a unit vector so you can scale it by the distance you want per point. so lets say you want each point to be 1/3 of a unit, then you would just multiply the unit vector and get
<1/(3sqrt(2)), 1/(3sqrt(2))> and then you can just do a loop. so if you want 10 points in that direction it would just be
unitvector = calculateUnitVector()
unitvector *= distanceBetweenPoints
for(i = 0 ; i < 10; i++){
drawPoint(startPoint + unitVector * i)
}
i hope this helps.

Fitting an unknown curve [closed]

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There are some related questions that I've come across (like this, this, this, and this) but they all deal with fitting data to a known curve. Is there a way to fit given data to an unknown curve? By which I mean, given some data the algorithm will give me a fit which is one function or a sum of functions. I'm programming in C, but I'm at a complete loss on how to use the gsl package to do this. I'm open to using anything that can (ideally) be piped through C. But any help on what direction I should look will be greatly appreciated.
EDIT: This is basically experimental (physics) data that I've collected, so the data will have some trend modified by additive gaussian distributed noise. In general the trend will be non-linear, so I guess that a linear regression fitting method will be unsuitable. As for the ordering, the data is time-ordered, so the curve necessarily has to be fit in that order.
You might be looking for polynomial interpolation, in the field of numerical analysis.
In polynomial interpolation - given a set of points (x,y) - you are trying to find the best polynom that fits these points. One way to do it is using Newton interpolation, which is fairly easy to program.
The field of numerical analysis and interpolations in specifics is widely studied, and you might be able to get some nice upper bound to the error of the polynom.
Note however, because you are looking for a polynom that best fits your data, and the function is not really a polynom - the scale of the error when getting far from your initial training set blasts off.
Also note, your data set is finite, and there are inifnite number (actually, non-enumerable infinity) of functions that can fit the data (exactly or approximately) - so which one out of these is the best might be specific to what you actually are trying to achieve.
If you are looking for a model to fit your data, note that linear regression and polynomial interpolations are at the opposite ends of the scale: polynomial interpolation might be an overfitting to a model, while a linear regression might be underfitting it, what exactly should be used is case specific and varies from one application to the other.
Simple polynomial interpolation example:
Let's say we have (0,1),(1,2),(3,10) as our data.
The table1 we get using newton method is:
0 | 1 | |
1 | 2 | (2-1)/(1-0)=1 |
3 | 9 | (10-2)/(3-1)=4 | (4-1)/(3-0)=1
Now, the polynom we get is the "diagonal" that ends with the last element:
1 + 1*(x-0) + 1*(x-0)(x-1) = 1 + x + x^2 - x = x^2 +1
(and that is a perfect fit indeed to the data we used)
(1) The table is recursively created: The first 2 columns are the x,y values - and each next column is based on the prior one. It is really easy to implement once you get it, the full explanation is in the wikipedia page for newton interpolation.
Another alternative is using linear regression, but multi-dimensional.
The trick here is to artificially generate extra dimensions. You can do so by simply implying some functions on the original data set. A common usage is doing it to generate polynoms to match the data, so in here the function you imply is f(x) = x^i for all i < k (where k is the degree of the polynom you want to get).
For example, the data set (0,2),(2,3) with k = 3 you will get extra 2 dimnsions, and your data set will be: (0,2,4,8),(2,3,9,27).
The linear-regression algorithm will find the values a_0,a_1,...,a_k for the polynom p(x) = a_0 + a_1*x + ... + a_k * x^k that minimized the error for each point in the data comparing to the predicted model (the value of p(x)).
Now, the problem is - when you start increasing the dimension - you are moving from underfitting (of 1 dimensional linear regression) to overfitting (when k==n, you effectively getting polynomial interpolation).
To "chose" what is the best k value - you can use cross-validation, and chose the k that minimized the error according to your cross-validation.
Note that this process can be fully automated, all you need is to iteratively check all k values in the desired range1, and chose the model with the k that minimized the error according to the cross-validation.
(1) The range could be [1,n] - though it will probably be way too time consuming, I'd go for [1,sqrt(n)] or even [1,log(n)] - but it is just a hunch.
You might want to use (Fast) Fourier Transforms to convert data to frequency domain.
With the result of the transform (a set of amplitudes and phases and frequencies) even the most twisted set of data can be represented by several functions (harmonics) of the form:
r * cos(f * t - p)
where r is the harmonic amplitude, f is the frequency an p the phase.
Finally, the unknonwn data curve is the sum of all harmonics.
I have done this in R (you have some examples of it) but I believe C has enough tools to manage it. It is also possible to pipe C and R but don't know much about it. This might be of help.
This method is really good for large chunks of data because it has complexities of:
1) decompose data with Fast Fourier Transforms (FTT) = O(n log n)
2) built the function with the resulting components = O(n)

Most mutually distant k elements (clustering?)

I have a simple machine learning question:
I have n (~110) elements, and a matrix of all the pairwise distances. I would like to choose the 10 elements that are most far apart. That is, I want to
Maximize:
Choose 10 different elements.
Return min distance over (all pairings within the 10).
My distance metric is symmetric and respects the triangle inequality.
What kind of algorithm can I use? My first instinct is to do the following:
Cluster the n elements into 20
clusters.
Replace each cluster with just the
element of that cluster that is
furthest from the mean element of
the original n.
Use brute force to solve the
problem on the remaining 20
candidates. Luckily, 20 choose 10 is
only 184,756.
Edit: thanks to etarion's insightful comment, changed "Return sum of (distances)" to "Return min distance" in the optimization problem statement.
Here's how you might approach this combinatorial optimization problem by taking the convex relaxation.
Let D be an upper triangular matrix with your distances on the upper triangle. I.e. where i < j, D_i,j is the distance between elements i and j. (Presumably, you'll have zeros on the diagonal, as well.)
Then your objective is to maximize x'*D*x, where x is binary valued with 10 elements set to 1 and the rest to 0. (Setting the ith entry in x to 1 is analogous to selecting the ith element as one of your 10 elements.)
The "standard" convex optimization thing to do with a combinatorial problem like this is to relax the constraints such that x need not be discrete valued. Doing so gives us the following problem:
maximize y'*D*y
subject to: 0 <= y_i <= 1 for all i, 1'*y = 10
This is (morally) a quadratic program. (If we replace D with D + D', it'll become a bona fide quadratic program and the y you get out should be no different.) You can use an off-the-shelf QP solver, or just plug it in to the convex optimization solver of your choice (e.g. cvx).
The y you get out need not be (and probably won't be) a binary vector, but you can convert the scalar values to discrete ones in a bunch of ways. (The simplest is probably to let x be 1 in the 10 entries where y_i is highest, but you might need to do something a little more complicated.) In any case, y'*D*y with the y you get out does give you an upper bound for the optimal value of x'*D*x, so if the x you construct from y has x'*D*x very close to y'*D*y, you can be pretty happy with your approximation.
Let me know if any of this is unclear, notation or otherwise.
Nice question.
I'm not sure if it can be solved exactly in an efficient manner, and your clustering based solution seems reasonable. Another direction to look at would be local search method such as simulated annealing and hill climbing.
Here's an obvious baseline I would compare any other solution against:
Repeat 100 times:
Greedily select the datapoint that whose removal decreases the objective function the least and remove it.

Angle at corner of two lines

I search for the fastest or simplest method to compute the outer angle at any point of a convex polygon. That means, always the bigger angle, whereas the two angles in question add up to 360 degrees.
Here is an illustration:
Now I know that I may compute the angles between the two vectors A-B and C-B which involves the dot product, normalization and cosine. Then I would still have to determine which of the two resulting angles (second one is 180 degrees minus first one) I want to take two times added to the other one.
However, I thought there might be a much simpler, less tricky solution, probably using the mighty atan2() function. I got stuck and ask you about this :-)
UPDATE:
I was asked what I need the angle for. I need to calculate the area of this specific circle around B, but only of the polygon that is described by A, B, C, ...
So to calculate the area, I need the angle to use the formula 0.5*angle*r*r.
Use the inner-product (dot product) of the vectors describing the lines to get the inner angle and subtract from 360 degrees?
Works best if you already have the lines in point-vector form, but you can get vectors from point-to-point form pretty easily (i.e. by subtraction).
Taking . to be the dot product we have
v . w = |v| * |w| * cos(theta)
where v and w are vectors and theta is the angle between the lines. And the dot product can be computed from the components of the vectors by
v . w = SUM(v_i * w_i : i=0..3) // 3 for three dimensions. Use more or fewer as needed
here the subscripts indicate components.
Having actually read the question:
The angle returned from inverting the dot-product will always be less than 180 degrees, so it is always the inner angle.
Use this formula:
beta = 360° - arccos(<BA,BC>/|BA||BC|)
Where <,> is the scalar product and BA (BC) are the vectors from B to A (B to C).
I need to calculate the area of the circle outside of the polygon that is described by A, B, C, ...
It sounds like you're taking the wrong approach, then. You need to calculate the area of the circumcircle, then subtract the area of the polygon.
If you need the angle there is no way around normalizing the vectors and do a dot or cross-product. You often have a choice if you want to calculate the angle via asin, acos or atan but in the end that does not make a difference to execution speed.
However, It would be nice if you could tell us what you're trying to archive. If we have a better picture of what you're doing we might be able to give you some hints how to solve the problem without calculating the angle at the first place.
Lots of geometric algorithms can be rewritten to work with cross and dot-products only. Euler-angles are rarely needed.

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