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In [[computational geometry]], '''polygon triangulation''' is the decomposition of a [[polygonal area]] ([[simple polygon]]) '''P''' into a set of [[triangles]],<ref name= bkos>{{Citation|author = [[Mark de Berg]], [[Marc van Kreveld]], [[Mark Overmars]], and [[Otfried Schwarzkopf]] | year = 2000 | title = Computational Geometry | publisher = [[Springer-Verlag]] | edition = 2nd revised | isbn = 3-540-65620-0}} Chapter 3: Polygon Triangulation: pp.45–61.</ref> i.e., finding the set of triangles with pairwise non-intersecting interiors whose union is '''P'''.
This is a preview for the new '''MathML rendering mode''' (with SVG fallback), which is availble in production for registered users.


Triangulations may be viewed as special cases of [[planar straight-line graph]]s. When there are no holes or added points, triangulations form [[outerplanar graph|maximal outerplanar graphs]].
If you would like use the '''MathML''' rendering mode, you need a wikipedia user account that can be registered here [[https://en.wikipedia.org/wiki/Special:UserLogin/signup]]
* Only registered users will be able to execute this rendering mode.
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== Polygon triangulation without extra vertices ==
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Over time a number of algorithms have been proposed to triangulate a polygon.
'''MathML'''
:<math forcemathmode="mathml">E=mc^2</math>


=== Special cases ===
<!--'''PNG''' (currently default in production)
A [[convex polygon]] is trivial to triangulate in [[linear time]], by adding diagonals from one vertex to all other vertices. The total number of ways to triangulate a convex ''n''-gon by non-intersecting diagonals is the (''n''&nbsp;&minus;&nbsp;2)-th [[Catalan number]], which equals <math>\tfrac{n \cdot (n+1) \cdots (2n-4)}{(n-2)!}</math>, a solution found by [[Leonhard Euler]].<ref>[[Clifford Pickover|Pickover, Clifford A.]], ''The Math Book'', Sterling, 2009: p. 184.</ref>
:<math forcemathmode="png">E=mc^2</math>


A [[monotone polygon]] can be triangulated in linear time with either the algorithm of  [[Alain Fournier|A. Fournier]] and D.Y. Montuno,<ref>{{Citation |last1=Fournier |first1=A. |author1-link=Alain Fournier |last2=Montuno |first2=D. Y. |author2-link= |title=Triangulating simple polygons and equivalent problems |journal=[[ACM Transactions on Graphics]] |volume=3 |issue=2 | year=1984 <!--|month=April--> |pages=153–174 |issn=0730-0301 |doi=10.1145/357337.357341}}</ref> or the algorithm of [[Godfried Toussaint]].<ref>Toussaint, Godfried T. (1984), "A new linear algorithm for triangulating monotone polygons," ''Pattern Recognition Letters'', '''2''' (March):155–158.</ref>
'''source'''
:<math forcemathmode="source">E=mc^2</math> -->


===Ear clipping method===
<span style="color: red">Follow this [https://en.wikipedia.org/wiki/Special:Preferences#mw-prefsection-rendering link] to change your Math rendering settings.</span> You can also add a [https://en.wikipedia.org/wiki/Special:Preferences#mw-prefsection-rendering-skin Custom CSS] to force the MathML/SVG rendering or select different font families. See [https://www.mediawiki.org/wiki/Extension:Math#CSS_for_the_MathML_with_SVG_fallback_mode these examples].
[[Image:Polygon-ear.png|thumb|A polygon ear]]
One way to triangulate a simple polygon is based on the fact that any simple polygon with at least 4 vertices without holes has at least two '[[Ear (mathematics)|ear]]s', which are triangles with two sides being the edges of the polygon and the third one completely inside it (and with an extra property unimportant for triangulation).<ref>Meisters, G. H., "Polygons have ears." American Mathematical Monthly 82 (1975). 648–651</ref> The algorithm then consists of finding such an ear, removing it from the polygon (which results in a new polygon that still meets the conditions) and repeating until there is only one triangle left.


This algorithm is easy to implement, but slower than some other algorithms, and it only works on polygons without holes. An implementation that keeps separate lists of convex and concave vertices will run in ''O''(''n''<sup>2</sup>) time. This method is known as ''ear clipping'' and sometimes ''ear trimming''. An efficient algorithm for cutting off ears was discovered by Hossam ElGindy, Hazel Everett, and [[Godfried Toussaint]].<ref>ElGindy, H., Everett, H., and Toussaint, G. T., (1993) "Slicing an ear using prune-and-search," ''Pattern Recognition Letters'', '''14''', (9):719–722.</ref>
==Demos==


===Using monotone polygons===
Here are some [https://commons.wikimedia.org/w/index.php?title=Special:ListFiles/Frederic.wang demos]:
[[Image:Polygon-to-monotone.png|thumb|Breaking a polygon into monotone polygons]]
A simple polygon may be decomposed into [[monotone polygon]]s as follows.<ref name= bkos/>


For each point, check if the neighboring points are both on the same side of the '[[sweep line]]', a horizontal or vertical line on which the point being iterated lies. If they are, check the next sweep line on the other side.  Break the polygon on the line between the original point and one of the points on this one.


Note that if you are moving downwards, the points where both of the vertices are below the sweep line are 'split points'. They mark a split in the polygon. From there you have to consider both sides separately.
* accessibility:
** Safari + VoiceOver: [https://commons.wikimedia.org/wiki/File:VoiceOver-Mac-Safari.ogv video only], [[File:Voiceover-mathml-example-1.wav|thumb|Voiceover-mathml-example-1]], [[File:Voiceover-mathml-example-2.wav|thumb|Voiceover-mathml-example-2]], [[File:Voiceover-mathml-example-3.wav|thumb|Voiceover-mathml-example-3]], [[File:Voiceover-mathml-example-4.wav|thumb|Voiceover-mathml-example-4]], [[File:Voiceover-mathml-example-5.wav|thumb|Voiceover-mathml-example-5]], [[File:Voiceover-mathml-example-6.wav|thumb|Voiceover-mathml-example-6]], [[File:Voiceover-mathml-example-7.wav|thumb|Voiceover-mathml-example-7]]
** [https://commons.wikimedia.org/wiki/File:MathPlayer-Audio-Windows7-InternetExplorer.ogg Internet Explorer + MathPlayer (audio)]
** [https://commons.wikimedia.org/wiki/File:MathPlayer-SynchronizedHighlighting-WIndows7-InternetExplorer.png Internet Explorer + MathPlayer (synchronized highlighting)]
** [https://commons.wikimedia.org/wiki/File:MathPlayer-Braille-Windows7-InternetExplorer.png Internet Explorer + MathPlayer (braille)]
** NVDA+MathPlayer: [[File:Nvda-mathml-example-1.wav|thumb|Nvda-mathml-example-1]], [[File:Nvda-mathml-example-2.wav|thumb|Nvda-mathml-example-2]], [[File:Nvda-mathml-example-3.wav|thumb|Nvda-mathml-example-3]], [[File:Nvda-mathml-example-4.wav|thumb|Nvda-mathml-example-4]], [[File:Nvda-mathml-example-5.wav|thumb|Nvda-mathml-example-5]], [[File:Nvda-mathml-example-6.wav|thumb|Nvda-mathml-example-6]], [[File:Nvda-mathml-example-7.wav|thumb|Nvda-mathml-example-7]].
** Orca: There is ongoing work, but no support at all at the moment [[File:Orca-mathml-example-1.wav|thumb|Orca-mathml-example-1]], [[File:Orca-mathml-example-2.wav|thumb|Orca-mathml-example-2]], [[File:Orca-mathml-example-3.wav|thumb|Orca-mathml-example-3]], [[File:Orca-mathml-example-4.wav|thumb|Orca-mathml-example-4]], [[File:Orca-mathml-example-5.wav|thumb|Orca-mathml-example-5]], [[File:Orca-mathml-example-6.wav|thumb|Orca-mathml-example-6]], [[File:Orca-mathml-example-7.wav|thumb|Orca-mathml-example-7]].
** From our testing, ChromeVox and JAWS are not able to read the formulas generated by the MathML mode.


Using this algorithm to triangulate a simple polygon takes ''O''(''n''&nbsp;log&nbsp;''n'') time.
==Test pages ==


=== Dual graph of a triangulation ===
To test the '''MathML''', '''PNG''', and '''source''' rendering modes, please go to one of the following test pages:
*[[Displaystyle]]
*[[MathAxisAlignment]]
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A useful graph that is often associated with a triangulation of a polygon {{math|<var>P</var>}} is the [[dual graph]]. Given a triangulation {{math|<var>T<sub>P</sub></var>}} of {{math|<var>P</var>}}, one defines the graph {{math|<var>G</var>(<var>T<sub>P</sub></var>)}} as the graph whose vertex set are the triangles of {{math|<var>T<sub>P</sub></var>}}, two vertices (triangles) being adjacent if and only if they share a diagonal. It is easy to observe that {{math|<var>G</var>(<var>T<sub>P</sub></var>)}} is a [[Tree (graph theory)|tree]] with maximum degree 3.
*[[Inputtypes|Inputtypes (private Wikis only)]]
 
*[[Url2Image|Url2Image (private Wikis only)]]
===Computational complexity===
==Bug reporting==
For a long time, there was an open problem in computational geometry whether a [[simple polygon]] can be triangulated faster than {{math|O(<var>n</var> log <var>n</var>)}} time.<ref name= bkos/> Then, {{harvtxt|Tarjan|Van Wyk|1988}} discovered an {{math|O(<var>n</var> log log <var>n</var>)}}-time algorithm for triangulation,<ref>{{citation
If you find any bugs, please report them at [https://bugzilla.wikimedia.org/enter_bug.cgi?product=MediaWiki%20extensions&component=Math&version=master&short_desc=Math-preview%20rendering%20problem Bugzilla], or write an email to math_bugs (at) ckurs (dot) de .
| last1 = Tarjan | first1 = Robert E. | author1-link = Robert Tarjan
| last2 = Van Wyk | first2 = Christopher J.
| doi = 10.1137/0217010
| issue = 1
| journal = [[SIAM Journal on Computing]]
| mr = 925194
| pages = 143–178
| title = An O(''n'' log log ''n'')-time algorithm for triangulating a simple polygon
| volume = 17
| year = 1988}}.</ref> later simplified by {{harvtxt|Kirkpatrick|Klawe|Tarjan|1992}}.<ref>{{citation
| last1 = Kirkpatrick | first1 = David G. | author1-link = David G. Kirkpatrick
| last2 = Klawe | first2 = Maria M. | author2-link = Maria Klawe
| last3 = Tarjan | first3 = Robert E. | author3-link = Robert Tarjan
| doi = 10.1007/BF02187846
| issue = 4
| journal = [[Discrete and Computational Geometry]]
| mr = 1148949
| pages = 329–346
| title = Polygon triangulation in O(''n'' log log ''n'') time with simple data structures
| volume = 7
| year = 1992}}.</ref> Several improved methods with complexity [[Big O notation#Orders of common functions|{{math|O(<var>n</var> log<sup>*</sup> <var>n</var>)}}]] (in practice, indistinguishable from [[linear time]]) followed.<ref>{{citation
| last1 = Clarkson | first1 = Kenneth L. | author1-link = Kenneth L. Clarkson
| last2 = Tarjan | first2 = Robert | author2-link = Robert Tarjan
| last3 = van Wyk | first3 = Christopher J.
| doi = 10.1007/BF02187741
| journal = [[Discrete and Computational Geometry]]
| pages = 423–432
| title = A fast Las Vegas algorithm for triangulating a simple polygon
| volume = 4
| year = 1989}}.</ref><ref>{{Citation |last=Seidel|first=Raimund |author-link= Raimund Seidel| title=A Simple and Fast Incremental Randomized Algorithm for Computing Trapezoidal Decompositions and for Triangulating Polygons |journal=Computational Geometry: Theory and Applications |volume=1 |year=1991 |pages=51–64}}</ref><ref>{{citation
| last1 = Clarkson | first1 = Kenneth L. | author1-link = Kenneth L. Clarkson
| last2 = Cole | first2 = Richard
| last3 = Tarjan | first3 = Robert E. | author3-link = Robert Tarjan
| doi = 10.1142/S0218195992000081
| issue = 2
| journal = International Journal of Computational Geometry & Applications
| mr = 1168952
| pages = 117–133
| title = Randomized parallel algorithms for trapezoidal diagrams
| volume = 2
| year = 1992}}.</ref>
 
[[Bernard Chazelle]] showed in 1991 that any simple polygon can be triangulated in linear time, though the proposed algorithm is very complex.<ref>{{Citation |last=Chazelle |first=Bernard |author-link=Bernard Chazelle | title=Triangulating a Simple Polygon in Linear Time |journal=Discrete &amp; Computational Geometry |volume=6 |year=1991|pages=485–524 |issn=0179-5376 |doi=10.1007/BF02574703}}</ref> A simpler randomized algorithm with linear expected time is also known.<ref>{{Citation |last1=Amato |first1=Nancy M. |last2=Goodrich |first2=Michael T. |author2-link=Michael T. Goodrich|last3=Ramos |first3=Edgar A. |title=A Randomized Algorithm for Triangulating a Simple Polygon in Linear Time |journal=Discrete &amp; Computational Geometry |volume=26 |year=2001 <!--|month=May--> |pages=245–265 |issn=0179-5376 |doi=10.1007/s00454-001-0027-x |url=http://parasol.tamu.edu/publications/abstract.php?pub_id=185 |issue=2}}</ref>
 
Seidel's decomposition algorithm and Chazelle's triangulation method are discussed in detail in {{harvtxt|Li|Klette|2011}}.
<ref>{{citation
| last1 = Li | first1 = Fajie
| last2 = Klette | first2 = Reinhard
| title = Euclidean Shortest Paths
| publisher = [[Springer (publisher)|Springer]]
| doi = 10.1007/978-1-4471-2256-2
| ISBN = 978-1-4471-2255-5
| year = 2011}}.</ref>
 
The [[time complexity]] of triangulation of an {{math|<var>n</var>}}-vertex polygon ''with'' holes has an {{math|Ω(<var>n</var> log <var>n</var>)}} [[lower bound]].<ref name= bkos/>
 
== See also ==
* [[Nonzero-rule]]
* [[Tessellation]]
* [[Catalan number]]
* [[Point set triangulation]]
* [[Delaunay triangulation]]
* [[Tiling by regular polygons]]
* [[Minimum-weight triangulation]], for a point set and for a simple polygon
* [[Planar graph]]
* [[Polygon covering#Covering a polygon with triangles]]
 
== References ==
{{reflist}}
 
==External links==
* [http://computacion.cs.cinvestav.mx/~anzures/geom/triangulation.php Demo as Flash swf],  A Sweep Line algorithm.
* [http://www.songho.ca/opengl/gl_tessellation.html Song Ho's explanation of the OpenGL GLU tesselator]
 
{{DEFAULTSORT:Polygon Triangulation}}
[[Category:Triangulation (geometry)]]

Latest revision as of 23:52, 15 September 2019

This is a preview for the new MathML rendering mode (with SVG fallback), which is availble in production for registered users.

If you would like use the MathML rendering mode, you need a wikipedia user account that can be registered here [[1]]

  • Only registered users will be able to execute this rendering mode.
  • Note: you need not enter a email address (nor any other private information). Please do not use a password that you use elsewhere.

Registered users will be able to choose between the following three rendering modes:

MathML


Follow this link to change your Math rendering settings. You can also add a Custom CSS to force the MathML/SVG rendering or select different font families. See these examples.

Demos

Here are some demos:


Test pages

To test the MathML, PNG, and source rendering modes, please go to one of the following test pages:

Bug reporting

If you find any bugs, please report them at Bugzilla, or write an email to math_bugs (at) ckurs (dot) de .