are the building blocks of computational geometry. They include points, vectors, lines, and shapes like circles and triangles. These basic elements form the foundation for more complex geometric structures and algorithms used in spatial analysis and .
Understanding geometric primitives is crucial for solving problems in computational geometry. From representing positions and directions to performing calculations on shapes, these fundamental concepts enable us to manipulate and analyze geometric data efficiently in various applications.
Points and vectors
Fundamental building blocks in computational geometry form the basis for more complex geometric structures and algorithms
Essential for representing spatial information and performing geometric calculations in 2D and 3D space
Provide a mathematical framework for describing positions, directions, and relationships between geometric entities
Representation in 2D and 3D
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2D points represented as ordered pairs (x,y) in Cartesian coordinate system
3D points represented as ordered triples (x,y,z) in Cartesian coordinate system
Vectors defined as directed segments with and direction
2D vectors represented as (vx,vy) or v=(vx,vy)
3D vectors represented as (vx,vy,vz) or v=(vx,vy,vz)
Vector operations
Addition combines two vectors tip-to-tail resulting in a new
Subtraction finds the difference between two vectors
Scalar multiplication scales a vector's magnitude by a constant factor
Vector normalization produces a unit vector with the same direction
Magnitude calculation determines the length of a vector using the Pythagorean theorem
Dot product and cross product
(scalar product) measures similarity between two vectors
Calculated as a⋅b=axbx+ayby+azbz in 3D
Results in a scalar value
Used to find angle between vectors and project one vector onto another
(vector product) produces a vector perpendicular to both input vectors
Calculated as a×b=(aybz−azby,azbx−axbz,axby−aybx) in 3D
Results in a vector perpendicular to the containing the input vectors
Used to find normal vectors and calculate areas of parallelograms
Lines and line segments
Fundamental geometric primitives used to represent boundaries, edges, and paths in computational geometry
Form the basis for more complex shapes and structures in geometric algorithms
Essential for solving problems related to intersections, distances, and spatial relationships
Equations of lines
General form of a line equation Ax+By+C=0
Slope-intercept form y=mx+b where m represents slope and b represents y-intercept
-slope form (y−y1)=m(x−x1) using a point (x1,y1) on the line and slope m
Parametric form (x,y)=(x0,y0)+t(dx,dy) where (x0,y0) represents a point on the line and (dx,dy) represents the direction vector
Intersection of lines
Solve system of equations to find intersection point of two lines
Parallel lines have no intersection or infinitely many intersections if coincident
Perpendicular lines intersect at right angles
Use determinants or matrix methods for efficient intersection calculations in computational geometry algorithms
Distance from point to line
Calculate perpendicular distance from a point to a line using the formula:
d=A2+B2∣Ax0+By0+C∣
Where (x0,y0) represents the point and Ax+By+C=0 represents the line equation
Useful for proximity queries and collision detection in geometric algorithms
Planes
Three-dimensional geometric primitives that extend infinitely in all directions
Fundamental for representing flat surfaces and dividing 3D space in computational geometry
Essential for solving problems related to 3D intersections, distances, and spatial relationships
Plane equations
General form of a plane equation Ax+By+Cz+D=0
Point-normal form (x−x0,y−y0,z−z0)⋅(a,b,c)=0 using a point (x0,y0,z0) on the plane and (a,b,c)
Parametric form (x,y,z)=(x0,y0,z0)+s(ux,uy,uz)+t(vx,vy,vz) where (x0,y0,z0) represents a point on the plane and u and v are non-parallel vectors in the plane
Normal vectors
Vectors perpendicular to the plane surface
Determined by the coefficients of the plane equation (A,B,C)
Used to calculate angles between planes and determine orientation of surfaces
Essential for lighting calculations and surface normal estimation in computer graphics
Point-plane relationships
from a point to a plane calculated using the formula:
d=A2+B2+C2Ax0+By0+Cz0+D
Positive distance indicates point is on one side of the plane, negative on the other
Zero distance means the point lies on the plane
Used for point classification and spatial partitioning in geometric algorithms
Polygons
Closed planar figures bounded by straight line segments
Fundamental shapes in computational geometry used to represent complex 2D objects
Essential for algorithms involving shape analysis, collision detection, and area calculations
Simple vs complex polygons
Simple polygons have non-intersecting edges and a well-defined interior
Complex polygons may have self-intersecting edges or multiple interior regions
Simple polygons classified as convex or concave
Complex polygons require special handling in geometric algorithms (triangulation)
Convex vs concave polygons
Convex polygons have all interior angles less than or equal to 180 degrees
Concave polygons have at least one interior angle greater than 180 degrees
Convex polygons allow for simpler and more efficient algorithms ()
Concave polygons often require decomposition into convex parts for certain operations
Polygon representation
list stores coordinates of vertices in order
list represents polygon as a collection of line segments
Half-edge data structure efficiently stores topology and adjacency information
Polygon triangulation decomposes polygon into triangles for easier processing
Circles and spheres
Fundamental curved geometric primitives in 2D and 3D space
Essential for representing circular and spherical objects in computational geometry
Used in various applications including collision detection, distance calculations, and spatial queries
Circle equations
Standard form (x−h)2+(y−k)2=r2 where (h,k) represents the center and r represents the radius
Parametric form x=h+rcos(t),y=k+rsin(t) for 0≤t<2π
General form Ax2+Ay2+Dx+Ey+F=0 where A=0
Used for intersection tests, containment checks, and arc length calculations
Sphere equations
Standard form (x−h)2+(y−k)2+(z−l)2=r2 where (h,k,l) represents the center and r represents the radius
Parametric form x=h+rsin(ϕ)cos(θ),y=k+rsin(ϕ)sin(θ),z=l+rcos(ϕ) for 0≤ϕ≤π and 0≤θ<2π
Used for 3D collision detection, volume calculations, and surface area computations
Tangent lines and planes
Tangent line to a perpendicular to the radius at the point of tangency
Equation of tangent line to circle at point (x1,y1) given by (x−h)(x1−h)+(y−k)(y1−k)=r2
Tangent plane to a sphere perpendicular to the radius at the point of tangency
Equation of tangent plane to sphere at point (x1,y1,z1) given by (x−h)(x1−h)+(y−k)(y1−k)+(z−l)(z1−l)=r2
Triangles
Simplest polygons with three vertices and three edges
Fundamental building blocks in computational geometry and computer graphics
Essential for mesh generation, terrain modeling, and polygon triangulation algorithms
Triangle properties
Sum of interior angles always equals 180 degrees
Pythagorean theorem relates side lengths in right triangles a2+b2=c2
Law of sines sinAa=sinBb=sinCc relates side lengths to opposite angles
Law of cosines c2=a2+b2−2abcosC generalizes Pythagorean theorem
Barycentric coordinates
System for specifying location of a point in a as a weighted sum of vertices
Any point P in a triangle can be expressed as P=αA+βB+γC where α+β+γ=1
(α,β,γ) uniquely determine point's position
Used for interpolation, point-in-triangle tests, and texture mapping in computer graphics
Area calculation
Heron's formula A=s(s−a)(s−b)(s−c) where s is the semi-perimeter
Cross product method A=21∣AB×AC∣ using two edge vectors
Determinant method A=21∣x1(y2−y3)+x2(y3−y1)+x3(y1−y2)∣ using vertex coordinates
Efficient area calculations essential for mesh processing and geometric algorithms
Coordinate systems
Mathematical frameworks for specifying positions of points in space
Fundamental to representing and manipulating geometric objects in computational geometry
Different offer advantages for specific geometric problems and transformations
Cartesian vs polar coordinates
specify points using perpendicular distance from axes (x, y)
specify points using distance from origin (r) and angle from x-axis (θ)
Conversion formulas between Cartesian and polar:
x=rcos(θ),y=rsin(θ)
r=x2+y2,θ=arctan2(y,x)
Polar coordinates simplify certain calculations (rotations, spiral curves)
Homogeneous coordinates
Represent points in projective space using (x, y, w) for 2D or (x, y, z, w) for 3D
Allow representation of points at infinity when w = 0
Simplify perspective transformations and projective geometry calculations
Enable representation of both points and directions in a unified framework
Coordinate transformations
moves points by adding a constant vector
turns points around a fixed center point
changes distance of points from a fixed center
Shear deforms shape by shifting points parallel to an axis
Affine transformations combine translation, rotation, scaling, and shear
Projective transformations generalize affine transformations in projective space
Geometric predicates
Fundamental operations in computational geometry that determine geometric relationships
Return discrete results (true/false or sign) based on geometric input
Essential for implementing robust geometric algorithms and data structures
Orientation tests
Determine relative orientation of three points (collinear, clockwise, counterclockwise)
Computed using determinant of vectors formed by points