I have N rectangles with sides parallel to the x- and y-axes. There is another rectangle, model. I need to create an algorithm that can tell whether the model is completely covered by the N rectangles.
I have some ideas. I think that first, I need to sort the rectangles by their left side (it can be done in O(n log n) time), and then use a vertical sweeping line.
+------------------------------------------------------------> x
|O
| +----+
| +---------+ | |
| | ++----+--+ |
| | +-++----+-+| |
| | | | +-++-+
| +------+ +-------++
| +---------+
|
|
|
|y
The blue rectangle is the model.
First of all, I need the abstract algorithm. There are no special requirements with regard to the realization. A rectangle can be represented as a pair of points (left-top and bottom-right).
This is one of the tasks for preparing for a test. I know that the best algorithm can do this in O(n log n) time.
Here's a divide and conquer algorithm. AVERAGE case complexity is very good and I'd say it's something like O(n log MaxCoords)
. Worst case could be quadratic though, however I think such a test would be pretty difficult to create. To make it even harder, make the order of the recursive function calls random. Maybe what @Larry suggested can get this to O(n log n)
on average.
I can't figure out a sweep line solution, but for the tests I've tried this is very fast.
Basically, use a recursive function the works on the blue rectangle. First check if the blue rectangle is completely covered by one of the other rectangles. If yes, we're done. If not, split it into 4 quadrants, and recursively call the function on those quadrants. All 4 recursive calls must return true. I'm including some C# code that draws the rectangles. You can change it to work with larger values as well, but do remove the drawing procedures in that case, as those will take forever. I've tests it with a million rectangles and a square of side one billion generated such that it isn't covered, and the provided answer (false
) took about a second on a quadcore.
I've tested this on random data mostly, but it seems correct. If it turns out it isn't I'll just delete this, but maybe it'll get you on the right path.
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
List<Rectangle> Rects = new List<Rectangle>();
private const int maxRects = 20;
private void InitRects()
{
Random rand = new Random();
for (int i = 0; i < maxRects; ++i) // Rects[0] is the model
{
int x = rand.Next(panel1.Width);
int y = rand.Next(panel1.Height);
Rects.Add(new Rectangle(new Point(x, y), new Size(rand.Next(panel1.Width - x), rand.Next(panel1.Height - y))));
}
}
private void DrawRects(Graphics g)
{
g.DrawRectangle(Pens.Blue, Rects[0]);
for (int i = 1; i < Rects.Count; ++i)
{
g.DrawRectangle(Pens.Red, Rects[i]);
}
}
private bool Solve(Rectangle R)
{
// if there is a rectangle containing R
for (int i = 1; i < Rects.Count; ++i)
{
if (Rects[i].Contains(R))
{
return true;
}
}
if (R.Width <= 3 && R.Height <= 3)
{
return false;
}
Rectangle UpperLeft = new Rectangle(new Point(R.X, R.Y), new Size(R.Width / 2, R.Height / 2));
Rectangle UpperRight = new Rectangle(new Point(R.X + R.Width / 2 + 1, R.Y), new Size(R.Width / 2, R.Height / 2));
Rectangle LowerLeft = new Rectangle(new Point(R.X, R.Y + R.Height / 2 + 1), new Size(R.Width / 2, R.Height / 2));
Rectangle LowerRight = new Rectangle(new Point(R.X + R.Width / 2 + 1, R.Y + + R.Height / 2 + 1), new Size(R.Width / 2, R.Height / 2));
return Solve(UpperLeft) && Solve(UpperRight) && Solve(LowerLeft) && Solve(LowerRight);
}
private void Go_Click(object sender, EventArgs e)
{
Graphics g = panel1.CreateGraphics();
panel1.Hide();
panel1.Show();
Rects.Clear();
InitRects();
DrawRects(g);
textBox1.Text = Solve(Rects[0]).ToString();
}
You're on the right track with the sweep line. Conceptually, we want to detect when intersection of the model with the sweep line is not covered by the other rectangles. The high-level template is to break each rectangle into a "left edge" and a "right edge" event, sort the events by x coordinate (putting lefts before rights if the rectangles are closed and rights before lefts if they are open), and then process each event in O(log n) time. This is basically homework, so I will say no more.
Here's a generic algorithm
Now the question is how to do the above efficiently. The above can be done in a single loop over all polygons, so I think you are looking at O(n) time.
If you need to create efficient algorithm that will test multiple models, or if you must optimize for fastest answer possible (at the expense of preparing the data) then you are looking for a structure that will allow quick answer to question if a rectangle intersects (or contains) a rectangle.
If you use, for example kd-trees, I believe that this can be answered in O(log n) time - but the important variable in this algorithm is also the number of found rectangles k. You will end up with something like O(k + log n) and you will also need to do the union part to test if the model is covered.
My guess is that the union could be computed in O(k log k), so if k is small then you are looking at O(log n) and if k is comparable to n then it should be O(k log k).
See also this question.
EDIT: In response to complexity of intersections and unions.
In more details, we have two scenarios depending on if k << n or k comparable to n
a) in case of k << n and assuming polynomial complexity for intersection/union (so here I give up the guess O(k log k) ) we have:
The total is O(k + log n + f(k)), which is directly equal to O(log n) since big O depends only on the fastest growing term.
In this case the more significant part of the algorithm is finding the polygons.
b) in the case of k comparable to n we must take a look at the complexity of intersection and union algorithms
(notice the parallel here on how the RDBMs, depending on selectivity, might use index or do table scan; it is a similar choice to what we have here).
If k is big enough the algorithm becomes less of an algorithm for finding rectangles that intersect with the rectangle and becomes more of an algorithm for calculating the union of polygons.
But, i believe that the kd tree can also help in finding the intersection of segments (which are necessary to build the union), so even this part of algorithm might not need k^2 time. At this point I would investigate efficient algorithms for calculating the area of unions.
There is a trivial O(N^2)
approach that is similar to the "raster" approach that is brought up. Since all the rectangles are axis-parallel, there can only be at most 2N
distinct x and y dimension. Sort all the x's and y's and remap: x_i -> i
. So now you have a 2N x 2N
matrix where you can easily use the naive O(N^2)
algorithm.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With