Voronoi diagram program




















Since all of the cells are on the edge with no possible intersections, there are no finite polygons. Conveniently, scipy. All you need to know is the Voronoi object vor contains all of the Voronoi information regions, ridges, vertices, etc.

And scipy. So, by adding a single point in the center of the unit square we can make a finite region. The legend is the same as before except there are now filled lines, Voronoi ridges of a finite region. In the center lies the only finite Voronoi cell, the unit diamond. Any point within this diamond is closest to the center seed 0. Notice that the addition of a single generator produced three more Voronoi vertices, but the number of cells always equals the number of generators.

Looking only at the two figures so far, you may think that Voronoi diagrams are always symmetrical. But if the seed space is more complicated, then its Voronoi representation will become less ordered.

Adding random seeds produces an asymmetrical Voronoi diagram, which better simulates what you may see for real-life data. However, our current visualization procedure for irregular generators is lackluster and complicated-looking, especially for greater than 10 seeds.

The clearest way to better the images would be to remove any unnecessary features e. In the next section, we modify the Voronoi object to later improve our Voronoi visualization to produce more attractive images. In scipy. And, recall that the outermost regions of any Voronoi diagram may extend infinitely.

Luckily, a function has already been made to finitize scipy. The finite polygons are listified, so each element in polygons is a list of vertices. The now finite Voronoi cells are ready to be colored. Remember that colors can be encoded as a "rgba" vector specifying degrees of red, green, blue, and alpha. Alpha is the opacity parameter where more alpha yields more opacity; 0 is fully transparent, 1 is fully opaque.

We can create a function to randomly generate rgba vectors by simply returning 4 random numbers. Now that we have a list of polygons and a coloring mechanism, it's time to bring it all together on Matplotlib. The function is designed to easily visualize the Voronoi diagram from the input polygons.

Therefore, only one line of code is required to get the good-looking plot. Each plot in the grid will be a randomly- seeded, randomly-colored Voronoi diagram at a certain seed number and alpha value. As the axis labels explain, the rows have an increasing number of seeds where columns have an increasing alpha. After learning what Voronoi diagrams are, we learned how to create them. Then, we finitized the data structure to improve its visualization.

Since data in this tutorial was randomly-generated, it might be difficult to conceive of practical applications. Clearly, the closest seeds for those points are not the same. Hence, the algorithm calls for dividing the original grid into four smaller sub-grids, as illustrated in Figure 3 by the thick red lines. The algorithm is applied recursively to each of the four quadrants.

Figure 4 illustrates that the upper left quadrant and the lower right quadrant can be filled at this stage, but further subdivisions shown in thick blue lines are required for the lower left quadrant and the upper right quadrant.

The process continues until the final result is calculated, as shown in Figure 5. The indices of the array act as coordinates to their respective locations in the grid. For example: the integer present in the first row and second column of integer grid numbers, represented by integer array numArray , can be returned through numArray[0][ 1 ]. To turn an incomplete grid into a complete one, every zero in the grid must be replaced by the integer that represents the seed closest to this grid location.

The divide-and-conquer algorithm presented here is limited to Euclidean distance, as other distances do not result in Voronoi regions that are convex polygons e.

Additionally, we have provided a proof sketch for rectangular division only, though other divisions of the space may also hold the same properties.

To test the speed of our new method, we created a Java program that auto-generated two identical copies of a random incomplete integer-grid Voronoi diagram like has been described in the approach Section III. The Java program then computes one copy with the naive method and one with the divide-and-conquer method, recording the total computation time for both. In Figure 6 , we graph the time in seconds taken for both the naive and divide-and-conquer algorithms to generate the Voronoi diagrams for 50 randomly selected seeds.

The values graphed for each grid size were executed with a different set of randomly selected seeds 50 times, though there is no appreciable difference in their distribution. It can be observed that the divide-and-conquer algorithm is faster than the naive algorithm regardless of the numbers of seeds, though the difference becomes more pronounced as the number of seeds increases. As before, each grid with a number of seeds was executed with a different set of randomly selected seeds 50 times, though there is no appreciable difference in their distribution.

The proposed divide-and-conquer algorithm presented in this paper takes less time than the naive approach given an increasing number of seeds or an increasing grid size.

The best algorithm for calculating the original Voronoi Diagram is the sweep line algorithm by Steven Fortune [ 8 ]. This algorithm will work with sites i. It produces the line segments that surround the tiles. Its time complexity is O n log n , where n is the number of seeds. This algorithm has the limitation of requiring special handling for seeds that are located co-linearly, seeds that will be reached simultaneously by the sweep line.

This algorithm will require an additional stage to visualize the results on a computer screen. It is also an algorithm that is difficult to parallelize. In contrast, our divide-and-conquer algorithm works with discretized points in a grid that is immediately visualizable and provides direct lookup O 1 within the grid after the Voronoi diagram has been generated.

However, in embedded or resource constrained applications where a GPU is not available the divide-and-conquer method reduces cost without requiring special hardware. In a first stage, the points adjacent to each individual seed are colored with the color of the seed their surround.

In the second stage the points that do not have a color yet and are at a distance of 2 from a seed acquire the color of that closest seed. In stage 3, the points that are a distant of 4 from a seed acquire the color of that seed. The process continues until points in the plane have been colored. The jump flood algorithm occasionally assigns incorrect colors to certain points in the grid. While the presented divide-and-conquer method is not specifically designed for GPUs, it is guaranteed to provide the correct discretized Voronoi diagram.

In this paper, we have presented a divide-and-conquer approach to generate discretized Voronoi diagrams in two dimensions. We have compared our approach to the naive approach over an increasing number of seeds and an increasing grid size. In each case, the proposed divide-and-conquer approach presented outperformed the naive approach as the number of seeds or grid size increased.

Given the increased performance and lower computation cost of the divide-and-conquer approach, we believe that our proposed method is well suited to applications within embedded or resource constrained systems. Future research directions include exploration into how our approach can be extended to different geometric divisions within our divide-and-conquer algorithm, non-Euclidean spaces, higher dimensions e. National Center for Biotechnology Information , U. Author manuscript; available in PMC Jan Author information Copyright and License information Disclaimer.

Email: ude. Copyright notice. Abstract Identifying the closest of a set of locations typically requires computing the distance to each of these locations, given a current position. Keywords: Voronoi Diagram, Divide-and-Conquer. I ntroduction Voronoi diagrams [ 1 ] divide a two dimensional space into regions. Open in a separate window. B ackground This section covers background in Voronoi diagrams and divide-and-conquer algorithms. Voronoi Diagrams The Voronoi diagram for a set of n seeds in a plane partitions the plane into n Voronoi regions such that each region contains only one seeds also referred to as a site.

Divide-And-Conquer Algorithms Divide-and-conquer algorithms use the strategy of dividing a large problem into smaller pieces, solving the problem for the smaller pieces, and then to using the solutions for the smaller pieces to assemble a solution for the original problem.

I have a little problem with ants on my homepage. If you have any suggestions how I can get rid of them, please tell me. How often do you want the ants to appear? Language Settings. Higher Order Voronoi Diagrams Demonstration Program About Voronoi Diagrams Voronoi diagrams are a particular partition of space based proximity to a given set of points.

In the simplest case, the two-dimensional one, for a set of n points the Voronoi diagram divides the plane into a total of n regions, one sourrounding each point p , such that p is the closest point closest neighbour from anywhere in this region.

Edges that divide these regions have the propery of being equally close to two points, vertices where edges join have three or more closest neighbours. Higher order Voronoi diagrams are based closest-neighbour relationships to more then one point e.

This program constructs and visualizes Voronoi diagrams of any order based on a set of points you supply. The link to download the program can be found below. Use the mouse to add and remove points: add a point by left clicking on the drawing area; right click or [ctrl]-click on a point to remove it; you can use the middle button or mouse wheel or [shift]-click to drag points. If you move the mouse over a point p, the edges of which p is the k-th nearest neighbour are highlighted.

Rolling over a vertex of the diagram will mark the at least three k-th nearest neighbours of this point light green and all points that are closer if k is locked or further away if n-k is locked in dark green. Adjust the order k of the diagram with the slider or by typing the desired value in the respective textbox.

Admissible values lie in the range between 1 and n-1, where n is the number of points.



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