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In computational geometry, 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 to ...
. It is a special case of
point location The point location problem is a fundamental topic of computational geometry. It finds applications in areas that deal with processing geometrical data: computer graphics, geographic information systems (GIS), motion planning, and computer aided d ...
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, geographic information systems (GIS),
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 use ...
, and computer-aided design (CAD). An early description of the problem in computer graphics shows two common approaches (
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
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 In geometry, a simple polygon is a polygon that does not intersect itself and has no holes. That is, it is a flat shape consisting of straight, non-intersecting line segments or "sides" that are joined pairwise to form a single closed path. If ...
is to test how many times a ray, 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 of times. If the point is on the inside of the polygon then it will intersect the edge an odd number 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 The even–odd rule is an algorithm implemented in vector-based graphic software, like the PostScript language and Scalable Vector Graphics (SVG), which determines how a graphical shape with more than one closed outline will be filled. Unlike the ...
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 In topology, the Jordan curve theorem asserts that every '' Jordan curve'' (a plane simple closed curve) divides the plane into an " interior" region bounded by the curve and an " exterior" region containing all of the nearby and far away exteri ...
.


Limited precision

If implemented on a computer with
finite precision arithmetics In computing, floating-point arithmetic (FP) is arithmetic that represents real numbers approximately, using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base. For example, 12.345 can be r ...
, 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 execute. Computer programs are one component of software, which also includes documentation and other intangible components. A computer program ...
, one would have to introduce a numerical tolerance 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 positio ...
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 In computing, floating-point arithmetic (FP) is arithmetic that represents real numbers approximately, using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base. For example, 12.345 can be r ...
: 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 In computer science, robustness is the ability of a computer system to cope with errors during execution1990. IEEE Standard Glossary of Software Engineering Terminology, IEEE Std 610.12-1990 defines robustness as "The degree to which a system o ...
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 In mathematics, the winding number or winding index of a closed curve in the plane around a given point is an integer representing the total number of times that curve travels counterclockwise around the point, i.e., the curve's number of t ...
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 In two-dimensional computer graphics, the non-zero winding rule is a means of determining whether a given point falls within an enclosed curve. Unlike the similar even-odd rule, it relies on knowing the direction of stroke for each part of the cu ...
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 In mathematics, the inverse trigonometric functions (occasionally also called arcus functions, antitrigonometric functions or cyclometric functions) are the inverse functions of the trigonometric functions (with suitably restricted domains). Spec ...
, 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 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 A surface, as the term is most generally used, is the outermost or uppermost layer of a physical object or space. It is the portion or region of the object that can first be perceived by an observer using the senses of sight and touch, and is ...
, 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 The point location problem is a fundamental topic of computational geometry. It finds applications in areas that deal with processing geometrical data: computer graphics, geographic information systems (GIS), motion planning, and computer aided d ...
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 respec ...
s,
star-shaped polygon In geometry, a star-shaped polygon is a polygonal region in the plane that is a star domain, that is, a polygon that contains a point from which the entire polygon boundary is visible. Formally, a polygon is star-shaped if there exists a poi ...
s,
convex polygon In geometry, a convex polygon is a polygon that is the boundary of a convex set. This means that the line segment between two points of the polygon is contained in the union of the interior and the boundary of the polygon. In particular, it is a ...
s 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 ba ...
, parametric equation 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 alge ...
.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