Point in polygon
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In
computational geometry Computational geometry is a branch of computer science devoted to the study of algorithms which can be stated in terms of geometry. Some purely geometrical problems arise out of the study of computational geometric algorithms, and such problems ar ...
, the point-in-polygon (PIP) problem asks whether a given point in the plane lies inside, outside, or on the boundary of a
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two ...
. It is a special case of point location problems and finds applications in areas that deal with processing geometrical data, such as
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
,
computer vision Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human ...
,
geographic information system A geographic information system (GIS) is a type of database containing geographic data (that is, descriptions of phenomena for which location is relevant), combined with software tools for managing, analyzing, and visualizing those data. In a ...
s (GIS), motion planning, and
computer-aided design Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve co ...
(CAD). An early description of the problem in computer graphics shows two common approaches ( ray casting and angle summation) in use as early as 1974. An attempt of computer graphics veterans to trace the history of the problem and some tricks for its solution can be found in an issue of the ''Ray Tracing News''.


Ray casting algorithm

One simple way of finding whether the point is inside or outside a simple polygon is to test how many times a
ray Ray may refer to: Fish * Ray (fish), any cartilaginous fish of the superorder Batoidea * Ray (fish fin anatomy), a bony or horny spine on a fin Science and mathematics * Ray (geometry), half of a line proceeding from an initial point * Ray (gr ...
, starting from the point and going in any fixed direction, intersects the edges of the polygon. If the point is on the outside of the polygon the ray will intersect its edge an
even number In mathematics, parity is the property of an integer of whether it is even or odd. An integer is even if it is a multiple of two, and odd if it is not.. For example, −4, 0, 82 are even because \begin -2 \cdot 2 &= -4 \\ 0 \cdot 2 &= 0 \\ 41 ...
of times. If the point is on the inside of the polygon then it will intersect the edge an
odd number In mathematics, parity is the property of an integer of whether it is even or odd. An integer is even if it is a multiple of two, and odd if it is not.. For example, −4, 0, 82 are even because \begin -2 \cdot 2 &= -4 \\ 0 \cdot 2 &= 0 \\ 41 ...
of times. The status of a point on the edge of the polygon depends on the details of the ray intersection algorithm. This algorithm is sometimes also known as the crossing number algorithm or the even–odd rule algorithm, and was known as early as 1962. The algorithm is based on a simple observation that if a point moves along a ray from infinity to the probe point and if it crosses the boundary of a polygon, possibly several times, then it alternately goes from the outside to inside, then from the inside to the outside, etc. As a result, after every two "border crossings" the moving point goes outside. This observation may be mathematically proved using the Jordan curve theorem.


Limited precision

If implemented on a computer with finite precision arithmetics, the results may be incorrect if the point lies very close to that boundary, because of rounding errors. For some applications, like video games or other entertainment products, this is not a large concern since they often favor speed over precision. However, for a formally correct
computer program A computer program is a sequence or set of instructions in a programming language for a computer to Execution (computing), execute. Computer programs are one component of software, which also includes software documentation, documentation and oth ...
, one would have to introduce a numerical
tolerance Tolerance or toleration is the state of tolerating, or putting up with, conditionally. Economics, business, and politics * Toleration Party, a historic political party active in Connecticut * Tolerant Systems, the former name of Veritas Software ...
ε and test in line whether ''P'' (the point) lies within ε of ''L'' (the Line), in which case the algorithm should stop and report "''P'' lies very close to the boundary." Most implementations of the ray casting algorithm consecutively check intersections of a ray with all sides of the polygon in turn. In this case the following problem must be addressed. If the ray passes exactly through a
vertex Vertex, vertices or vertexes may refer to: Science and technology Mathematics and computer science *Vertex (geometry), a point where two or more curves, lines, or edges meet *Vertex (computer graphics), a data structure that describes the position ...
of a polygon, then it will intersect 2 segments at their endpoints. While it is OK for the case of the topmost vertex in the example or the vertex between crossing 4 and 5, the case of the rightmost vertex (in the example) requires that we count one intersection for the algorithm to work correctly. A similar problem arises with horizontal segments that happen to fall on the ray. The issue is solved as follows: If the intersection point is a vertex of a tested polygon side, then the intersection counts only if the other vertex of the side lies below the ray. This is effectively equivalent to considering vertices ''on'' the ray as lying slightly ''above'' the ray. Once again, the case of the ray passing through a vertex may pose numerical problems in finite precision arithmetics: for two sides adjacent to the same vertex the straightforward computation of the intersection with a ray may not give the vertex in both cases. If the polygon is specified by its vertices, then this problem is eliminated by checking the y-coordinates of the ray and the ends of the tested polygon side before actual computation of the intersection. In other cases, when polygon sides are computed from other types of data, other tricks must be applied for the numerical robustness of the algorithm.


Winding number algorithm

Another technique used to check if a point is inside a polygon is to compute the given point's winding number with respect to the polygon. If the winding number is non-zero, the point lies inside the polygon. This algorithm is sometimes also known as the '' nonzero-rule algorithm''. One way to compute the winding number is to sum up the angles subtended by each side of the polygon. However, this involves costly inverse trigonometric functions, which generally makes this algorithm performance-inefficient (slower) compared to the ray casting algorithm. Luckily, these inverse trigonometric functions do not need to be computed. Since the result, the sum of all angles, can add up to 0 or 2\pi (or multiples of 2\pi) only, it is sufficient to track through which quadrants the polygon winds, as it turns around the test point, which makes the winding number algorithm comparable in speed to counting the boundary crossings. An improved algorithm to calculate the winding number was developed by Dan Sunday in 2001. It does not use angles in calculations, nor any trigonometry, and functions exactly the same as the ray casting algorithms described above. Sunday's algorithm works by considering an infinite horizontal ray cast from the point being checked. Whenever that ray crosses an edge of the polygon, Juan Pineda's edge crossing algorithm (1988) is used to determine how the crossing will affect the winding number. As Sunday describes it, if the edge crosses the ray going "upwards", the winding number is incremented; if it crosses the ray "downwards", the number is decremented. Sunday's algorithm gives the correct answer for nonsimple polygons, whereas the boundary crossing algorithm fails in this case.


Implementations


SVG

Similar methods are used in
SVG Scalable Vector Graphics (SVG) is an XML-based vector image format for defining two-dimensional graphics, having support for interactivity and animation. The SVG specification is an open standard developed by the World Wide Web Consortium s ...
for defining a way of filling with color various shapes (such as path, polyline, polygon, text etc.). The algorithm of filling is influenced by 'fill-rule' attribute. The value may be either or . For example, in a
nonconvex A convex polytope is a special case of a polytope, having the additional property that it is also a convex set contained in the n-dimensional Euclidean space \mathbb^n. Most texts. use the term "polytope" for a bounded convex polytope, and the wo ...
regular pentagonal surface, there is a central "hole" (visible background) with , and none with attribute. For simple polygons, the algorithms will give the same result. However, for complex polygons, the algorithms may give different results for points in the regions where the polygon intersects itself, where the polygon does not have a clearly defined inside and outside. One solution using the even-odd rule is to transform (complex) polygons into simpler ones that are even-odd-equivalent before the intersection check. This, however, is computationally expensive. It is less expensive to use the fast non-zero winding number algorithm, which gives the correct result even when the polygon overlaps itself.


Point in polygon queries

The point in polygon problem may be considered in the general repeated geometric query setting: given a single polygon and a sequence of query points, quickly find the answers for each query point. Clearly, any of the general approaches for planar point location may be used. Simpler solutions are available for some special polygons.


Special cases

Simpler algorithms are possible for
monotone polygon In geometry, a polygon ''P'' in the plane is called monotone with respect to a straight line ''L'', if every line orthogonal to ''L'' intersects the boundary of ''P'' at most twice. Similarly, a polygonal chain ''C'' is called monotone with res ...
s, star-shaped polygons, convex polygons and
triangle A triangle is a polygon with three edges and three vertices. It is one of the basic shapes in geometry. A triangle with vertices ''A'', ''B'', and ''C'' is denoted \triangle ABC. In Euclidean geometry, any three points, when non- colline ...
s. The triangle case can be solved easily by use of a
barycentric coordinate system In geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The ...
,
parametric equation In mathematics, a parametric equation defines a group of quantities as functions of one or more independent variables called parameters. Parametric equations are commonly used to express the coordinates of the points that make up a geometric obj ...
or
dot product In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a scalar as a result". It is also used sometimes for other symmetric bilinear forms, for example in a pseudo-Euclidean space. is an alg ...
.Accurate point in triangle test
"''...the most famous methods to solve it''"
The dot product method extends naturally to any convex polygon.


References


See also

{{wikibooks, Point-in-polygon problem * Java Topology Suite (JTS) * Discussion: http://www.ics.uci.edu/~eppstein/161/960307.html * Winding number versus crossing number methods: http://geomalgorithms.com/a03-_inclusion.html Geometric algorithms Point (geometry) Polygons