I'm looking for a simple (if exists) algorithm to find the Voronoi diagram for a set of points on the surface of a sphere. Source code would be great. I'm a Delphi man (yes, I know...), but I eat C-code too.
We start by joining each pair of vertices by a line. We then draw the perpendicular bisectors to each of these lines. These three bisectors must intersect, since any three points in the plane define a circle. We then remove the portions of each line beyond the intersection and the diagram is complete.
Voronoi is a method to make a partition of a plane into regions close to each of a given set of objects. Imagine we have a plane and there are some points on the plane, Voronoi's objective is to make regions where every region is closer to a particular point than the other points.
If you want the k nearest neighbors, there is something called an order-k Voronoi diagram that has a cell for each possible k nearest neighbors. But nobody uses those, for two reasons. First, the size of an order-k Voronoi diagram is O(k2n) in 2D, and worse in higher dimensions.
Spherical Voronoi Diagram CircumcirclesDelaunay triangulation A Voronoi diagramfor a set of seed points divides space into a number of regions. There is one region for each seed, consisting of all points closer to that seed than any other. In this case, the space is the surface of the globe (approximated as a sphere).
The simplest algorithm comes from the definition of a voronoi diagram: "The partitioning of a plane with n points into convex polygons such that each polygon contains exactly one generating point and every point in a given polygon is closer to its generating point than to any other. " definition from wolfram.
The most effecient algorithm to construct a voronoi diagram is Fortune's algorithm. It runs in O (n log n). Here is a link to his reference implementation in C. Personally I really like the python implementation by Bill Simons and Carson Farmer, since I found it easier to extend. Show activity on this post.
Farthest-point Voronoi diagram. For a set of n points the ( n − 1) th -order Voronoi diagram is called a farthest-point Voronoi diagram. For a given set of points S = { p1 , p2 , ..., pn } the farthest-point Voronoi diagram divides the plane into cells in which the same point of P is the farthest point.
Thanks to a number of volunteers (especially Nikolai Nowaczyk and I), there is now far more robust / correct code for handling Voronoi diagrams on the surface of a sphere in Python. This is officially available as scipy.spatial.SphericalVoronoi
from version 0.18
of scipy onwards. There's a working example of usage and plotting in the official docs.
The algorithm follows quadratic time complexity. While loglinear is the theoretical optimum for Voronoi diagrams on the surfaces of spheres, this is currently the best we've been able to implement. If you'd like to find out more and help with the development effort there are some open issues related to improving the way Python handles spherical Voronoi diagrams and the related data structures:
For further background on the theory / development / challenges related to this Python code and related computational geometry efforts you can also check out some talks from Nikolai and I:
I've actually recently written some open source Python code for Voronoi diagrams on the surface of a sphere: https://github.com/tylerjereddy/py_sphere_Voronoi
The usage, algorithm, and limitations are documented on readthedocs (http://py-sphere-voronoi.readthedocs.org/en/latest/voronoi_utility.html). There are some detailed examples there but I'll place one or two below as well. The module also handles the calculation of the Voronoi region surface areas, albeit with some numerical weaknesses in the current development version.
I haven't seen many well-documented open source implementations for spherical Voronoi diagrams, but there has been a bit of buzz about the JavaScript implementation on Jason Davies' website (http://www.jasondavies.com/maps/voronoi/). I don't think his code is open though. I also saw a blog post about using Python to deal with part of the problem (http://jellymatter.com/2014/01/29/voronoi-tessellation-on-the-surface-of-a-sphere-python-code/). Many of the primary literature sources cited in the above posts seemed very challenging to implement (I tried some of them) but maybe some people will find my implementation useful or even suggest ways to improve it.
Examples:
1) Produce a Voronoi diagram for a pseudo-random set of points on the unit sphere:
import matplotlib import matplotlib.pyplot as plt import matplotlib.colors as colors from mpl_toolkits.mplot3d import Axes3D from mpl_toolkits.mplot3d.art3d import Poly3DCollection import numpy as np import scipy as sp import voronoi_utility #pin down the pseudo random number generator (prng) object to avoid certain pathological generator sets prng = np.random.RandomState(117) #otherwise, would need to filter the random data to ensure Voronoi diagram is possible #produce 1000 random points on the unit sphere using the above seed random_coordinate_array = voronoi_utility.generate_random_array_spherical_generators(1000,1.0,prng) #produce the Voronoi diagram data voronoi_instance = voronoi_utility.Voronoi_Sphere_Surface(random_coordinate_array,1.0) dictionary_voronoi_polygon_vertices = voronoi_instance.voronoi_region_vertices_spherical_surface() #plot the Voronoi diagram fig = plt.figure() fig.set_size_inches(2,2) ax = fig.add_subplot(111, projection='3d') for generator_index, voronoi_region in dictionary_voronoi_polygon_vertices.iteritems(): random_color = colors.rgb2hex(sp.rand(3)) #fill in the Voronoi region (polygon) that contains the generator: polygon = Poly3DCollection([voronoi_region],alpha=1.0) polygon.set_color(random_color) ax.add_collection3d(polygon) ax.set_xlim(-1,1);ax.set_ylim(-1,1);ax.set_zlim(-1,1); ax.set_xticks([-1,1]);ax.set_yticks([-1,1]);ax.set_zticks([-1,1]); plt.tick_params(axis='both', which='major', labelsize=6)
2) Calculate the surface areas of the Voronoi region polygons and verify that the reconstituted surface area is sensible:
import math dictionary_voronoi_polygon_surface_areas = voronoi_instance.voronoi_region_surface_areas_spherical_surface() theoretical_surface_area_unit_sphere = 4 * math.pi reconstituted_surface_area_Voronoi_regions = sum(dictionary_voronoi_polygon_surface_areas.itervalues()) percent_area_recovery = round((reconstituted_surface_area_Voronoi_regions / theoretical_surface_area_unit_sphere) * 100., 5) print percent_area_recovery 97.87551 #that seems reasonable for now
Here's a paper on spherical Voronoi diagrams.
Or if you grok Fortran (bleah!) there's this site.
Original link (dead): https://people.sc.fsu.edu/~jburkardt/f_src/sxyz_voronoi/sxyz_voronoi.html
Notice that Delaunay triangulation on a sphere is just the convex hull. Thus you can compute the 3D convex hull (e.g. using CGAL) and take the dual.
In short, try cssgrid from NCAR Graphics. I wrote a longer answer for a similar question at codereview.stackexchange.com.
There is a paper from INRIA about the Delaunay Triangulation (DT) of points lying on a sphere: CAROLI, Manuel, et al. Robust and Efficient Delaunay triangulations of points on or close to a sphere. 2009. where they talk about an implementation in CGAL.
The paper refers to various available implementation of DT algorithms.
Quoting from the paper:
An easy and standard answer consists in computing the 3D convex hull of the points, which is notoriously equivalent.
for computing the convex hull the paper suggests:
The DT C++ class of CGAL has the method dual
to get the Voronoi Diagram.
According to this post by Monique Teillaud (one of the author of the above mentioned paper) it seems to me that in November 2012 the implementation was not still ready.
It's been a while since the question has been answered, but I've found two papers that implement Fortune's algorithm (efficiency O(N lg N), memory O(N)) over the surface of the sphere. Maybe a future viewer will find this information useful.
I'm working through them myself at the moment, so I can't explain it well. The basic idea is that Fortune's algorithm works on the surface of the sphere so long as you calculate the points' bounding parabolas correctly. Because the surface of the sphere wraps, you can also use a circular list to contain the beach line and not worry about handling cells at the edge of rectangular space. With that, you can sweep from the north pole of the sphere to the south and back up again, skipping to sites that introduce new points to the beach line (adding a parabola to the beach line) or the introduction of cell vertices (removing a parabola from the beach line).
Both papers expect a high level of comfort with linear algebra to understand the concepts, and they both keep losing me at the point they start explaining the algorithm itself. Neither provide source code, unfortunately.
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