How to simplify (reduce number of points) in KML? - google-maps

I have a similar problem to this post. I need to display up to 1000 polygons on an embedded Google map. The polygons are in a SQL database, and I can render each one as a single KML file on the fly using a custom HttpHandler (in ASP.NET), like this http://alpha.foresttransparency.org/concession.1.kml .
Even on my (very fast) development machine, it takes a while to load up even a couple dozen shapes. So two questions, really:
What would be a good strategy for rendering these as markers instead of overlays once I'm beyond a certain zoom level?
Is there a publicly available algorithm for simplifying a polygon (reducing the number of points) so that I'm not showing more points than make sense at a certain zoom level?

For your second question: you need the Douglas-Peucker Generalization Algorithm

For your first question, could you calculate the area of a particular polygon, and relate each zoom level to a particular minimum area, so as you zoom in or out polygon's disappear and markers appear depending on the zoom level.
For the second question, I'd use Mark Bessey's suggestion.

I don't know much aobut KML, but I think the usual solution to question #2 involves iterating over the points, and deleting any line segments under a certain size. This will cause some "unfortunate" effects in some cases, but it's relatively fast and easy to do.

I would recommend 2 things:
- Calculate and combine polygons that are touching. This involves a LOT of processing and hard math, but I've done it so I know it's possible.
- Create your own overlay instead of using KML in PNG format, while you combine them in the previous suggestion. You'll have to create a LOT of PNGs but it is blazing fast on the client.
Good luck :)

I needed a solution to your #2 question a little bit ago and after looking at a few of the available line-simplification algorithms, I created my own.
The process is simple and it seems to work well, though it can be a bit slow if you don't implement it correctly:
P[0..n] is your array of points
Let T[n] be defined as the triangle formed by points P[n-1], P[n], P[n+1]
Max is the number of points you are trying to reduce this line to.
Calculate the area of every possible triangle T[1..n-1] in the set.
Choose the triangle T[i] with the smallest area
Remove the point P[i] to essentially flatten the triangle
Recalculate the area of the affected triangles T[n-1], T[n+1]
Go To Step #2 if the number of points > Max

Related

Polygonal Search

I have read several of the posts concerning Polygonal Search, but they are all about fixing or updating the programs. I am just wondering how it works. If there is a way I can get something like pseudo code of it or an explanation of how a shape captures the data points.
To further specify my goal, I am trying to make a constant square that will be held over a map (such as google maps), but the map can move around behind the square, however, the square will continue to report whatever cities lie within its bounds. [I will eventually proceed to building it, I just need some guidance]
Thank you.
There is an open-source library which has a function to check if two shapes overlap. You can check source code:
http://turfjs.org/static/docs/module-turf_inside.html
If you look for theory behind it check Hyperplane separation theorem

Vector graphics flood fill algorithms?

I am working on a simple drawing application, and i need an algorithm to make flood fills.
The user workflow will look like this (similar to Flash CS, just more simpler):
the user draws straight lines on the workspace. These are treated as vectors, and can be selected and moved after they are drawn.
user selects the fill tool, and clicks on the drawing area. If the area is surrounded by lines in every direction a fill is applied to the area.
if the lines are moved after the fill is applied, the area of fill is changed accordingly.
Anyone has a nice idea, how to implement such algorithm? The main task is basically to determine the line segments surrounding a point. (and storing this information somehow, incase the lines are moved)
EDIT: an explanation image: (there can be other lines of course in the canvas, that do not matter for the fill algorithm)
EDIT2: a more difficult situation:
EDIT3: I have found a way to fill polygons with holes http://alienryderflex.com/polygon_fill/ , now the main question is, how do i find my polygons?
You're looking for a point location algorithm. It's not overly complex, but it's not simple enough to explain here. There's a good chapter on it in this book: http://www.cs.uu.nl/geobook/
When I get home I'll get my copy of the book and see if I can try anyway. There's just a lot of details you need to know about. It all boils down to building a DCEL of the input and maintain a datastructure as lines are added or removed. Any query with a mouse coord will simply return an inner halfedge of the component, and those in particular contain pointers to all of the inner components, which is exactly what you're asking for.
One thing though, is that you need to know the intersections in the input (because you cannot build the trapezoidal map if you have intersecting lines) , and if you can get away with it (i.e. input is few enough segments) I strongly suggest that you just use the naive O(n²) algorithm (simple, codeable and testable in less than 1 hour). The O(n log n) algorithm takes a few days to code and use a clever and very non-trivial data structure for the status. It is however also mentioned in the book, so if you feel up to the task you have 2 reasons to buy it. It is a really good book on geometric problems in general, so for that reason alone any programmer with interest in algorithms and datastructures should have a copy.
Try this:
http://keith-hair.net/blog/2008/08/04/find-intersection-point-of-two-lines-in-as3/
The function returns the intersection (if any) between two lines in ActionScript. You'll need to loop through all your lines against each other to get all of them.
Of course the order of the points will be significant if you're planning on filling them - that could be harder!
With ActionScript you can use beginFill and endFill, e.g.
pen_mc.beginFill(0x000000,100);
pen_mc.lineTo(400,100);
pen_mc.lineTo(400,200);
pen_mc.lineTo(300,200);
pen_mc.lineTo(300,100);
pen_mc.endFill();
http://www.actionscript.org/resources/articles/212/1/Dynamic-Drawing-Using-ActionScript/Page1.html
Flash CS4 also introduces support for paths:
http://www.flashandmath.com/basic/drawpathCS4/index.html
If you want to get crazy and code your own flood fill then Wikipedia has a decent primer, but I think that would be reinventing the atom for these purposes.

Effective data structure for overlapping spatial areas

I'm writing a game where a large number of objects will have "area effects" over a region of a tiled 2D map.
Required features:
Several of these area effects may overlap and affect the same tile
It must be possible to very efficiently access the list of effects for any given tile
The area effects can have arbitrary shapes but will usually be of the form "up to X tiles distance from the object causing the effect" where X is a small integer, typically 1-10
The area effects will change frequently, e.g. as objects are moved to different locations on the map
Maps could be potentially large (e.g. 1000*1000 tiles)
What data structure would work best for this?
Providing you really do have a lot of area effects happening simultaneously, and that they will have arbitrary shapes, I'd do it this way:
when a new effect is created, it is
stored in a global list of effects
(not necessarily a global variable,
just something that applies to the
whole game or the current game-map)
it calculates which tiles
it affects, and stores a list of those tiles against the effect
each of those tiles is
notified of the new effect, and
stores a reference back to it in a
per-tile list (in C++ I'd use a
std::vector for this, something with
contiguous storage, not a linked
list)
ending an effect is handled by iterating through
the interested tiles and removing references to it, before destroying it
moving it, or changing its shape, is handled by removing
the references as above, performing the change calculations,
then re-attaching references in the tiles now affected
you should also have a debug-only invariant check that iterates through
your entire map and verifies that the list of tiles in the effect
exactly matches the tiles in the map that reference it.
Usually it depends on density of your map.
If you know that every tile (or major part of tiles) contains at least one effect you should use regular grid – simple 2D array of tiles.
If your map is feebly filled and there are a lot of empty tiles it make sense to use some spatial indexes like quad-tree or R-tree or BSP-trees.
Usually BSP-Trees (or quadtrees or octrees).
Some brute force solutions that don't rely on fancy computer science:
1000 x 1000 isn't too large - just a meg. Computers have Gigs. You could have an 2d array. Each bit in the bytes could be a 'type of area'. The 'effected area' that's bigger could be another bit. If you have a reasonable amount of different types of areas you can still use a multi-byte bit mask. If that gets ridiculous you can make the array elements pointers to lists of overlapping area type objects. But then you lose efficiency.
You could also implement a sparse array - using a hashtable key'd off of the coords (e.g., key = 1000*x+y) - but this is many times slower.
If course if you don't mind coding the fancy computer science ways, they usually work much better!
If you have a known maximum range of each area effect, you could use a data structure of your choosing and store the actual sources, only, that's optimized for normal 2D Collision Testing.
Then, when checking for effects on a tile, simply check (collision detection style, optimized for your data structure) for all effect sources within the maximum range and then applying a defined test function (for example, if the area is a circle, check if the distance is less than a constant; if it's a square, check if the x and y distances are each within a constant).
If you have a small (<10) amount of effect "field" shapes, you can even do a unique collision detection for each effect field type, within their pre-computed maximum range.

Element point map for html5 canvas element, need algorithm

I'm currently working on a pure html 5 canvas implementation of the "flying tag cloud sphere", which many of you have undoubtedly seen as a flash object in some pages.
The tags are drawn fine, and the performance is satisfactory, but there's one thing in the canvas element that's kind of breaking this idea: you can't identify the objects that you've drawn on a canvas, as it's just a simple flat "image"..
What I have to do in this case is catch the click event, and try to "guess" which element was clicked. So I have to have some kind of matrix, which stores a link to a tag object for each pixel on the canvas, AND I have to update this matrix on every redraw. Now this sounds incredibly inefficient, and before I even start trying to implement this, I want to ask the community - is there some "well known" algorithm that would help me in this case? Or maybe I'm just missing something, and the answer is right behind the corner? :)
This is called the point location problem, and it's one of the basic topics in computational geometry. There are a lot of methods you could use that would be much faster than the approach you're thinking of, but the details depend on what exactly you want to accomplish.
For example, each text string is contained in a bounding box. Do you just want to test whether the user clicked somewhere in that box? Then simply store the minimum and maximum coordinates of each rendered string, and test the point against each bounding box to see if it's contained in that range. If you have a large number of points to test, you can build any number of data structures to speed this up (e.g. R-trees), but for a single point the overhead of constructing such a structure probably isn't worthwhile.
If you care about whether the point actually falls within the opaque area of the stroked characters, the problem is slightly trickier. One solution would be to use the bounding box approach to first eliminate most of the possibilities, and then render the remaining strings one at a time to an offscreen buffer, checking each time to see if the target point has been touched.

Obfuscating Geocode results to protect privacy?

I have an app that finds other users within a 20 mile radius on a google map and associates an icon with each of them. However, I do not want their exact points to be given but rather an approximation. I've wrestled with a few ideas on how to do this:
Only Geocode the Zip Code, make graphic icons for 1-99, use the icon to represent how many results are within the zip code, and use the info window to show hyperlinks to the individual results. The only problem is, I'd like each individual icon to be shown because it just looks a lot better.
Add/Subtract a random number to the lat/lng values stored with each user and add a translucent circle around the icon.
What do you guys suggest?
It depends on the level of privacy you want (the 1st option protects privacy better), but I'd be tempted to go with randomly moving the indicators because it's a more natural representation (people on a map, not groups of people on a map) without too much of a compromise in terms of usefulness.
That depends on how hard you think someone will try to defeat your system.
If you plan to track these positions over time, you give away more information over time than you do in a snapshot. For instance, if you choose a fixed-offset from the center of the circle, it may be possible to find this offset by mapping the path over time to the street map. On the other hand if you continually change the offset, the position may be discoverable by averaging.
Here's one possible scheme based on hysteresis. Leave the visible circle in place until the user exits an invisible bounding circle with a random radius. Then compute a new visible circle with a different random offset, and also set up a new invisible circle with a different random radius. This should generate a visible-circle movement that is almost impossible to reverse engineer, but also avoids lots of jittery movement.