Checking if two cubic Bézier curves intersect

2019-01-13 02:14发布

For a personal project, I'd need to find out if two cubic Bézier curves intersect. I don't need to know where: I just need to know if they do. However, I'd need to do it fast.

I've been scavenging the place and I found several resources. Mostly, there's this question here that had a promising answer.

So after I figured what is a Sylvester matrix, what is a determinant, what is a resultant and why it's useful, I thought I figured how the solution works. However, reality begs to differ, and it doesn't work so well.


Messing Around

I've used my graphing calculator to draw two Bézier splines (that we'll call B0 and B1) that intersect. Their coordinates are as follow (P0, P1, P2, P3):

(1, 1) (2, 4) (3, 4) (4, 3)
(3, 5) (3, 6) (0, 1) (3, 1)

The result is the following, B0 being the "horizontal" curve and B1 the other one:

Two cubic Bézier curves that intersect

Following directions from the aforementioned question's top-voted answer, I've subtracted B0 to B1. It left me with two equations (the X and the Y axes) that, according to my calculator, are:

x = 9t^3 - 9t^2 - 3t + 2
y = 9t^3 - 9t^2 - 6t + 4

The Sylvester Matrix

And from that I've built the following Sylvester matrix:

9  -9  -3   2   0   0
0   9  -9  -3   2   0
0   0   9  -9  -3   2
9  -9  -6   4   0   0
0   9  -9  -6   4   0
0   0   9  -9  -6   4

After that, I've made a C++ function to calculate determinants of matrices using Laplace expansion:

template<int size>
float determinant(float* matrix)
{
    float total = 0;
    float sign = 1;
    float temporaryMatrix[(size - 1) * (size - 1)];
    for (int i = 0; i < size; i++)
    {
        if (matrix[i] != 0)
        {
            for (int j = 1; j < size; j++)
            {
                float* targetOffset = temporaryMatrix + (j - 1) * (size - 1);
                float* sourceOffset = matrix + j * size;
                int firstCopySize = i * sizeof *matrix;
                int secondCopySize = (size - i - 1) * sizeof *matrix;
                memcpy(targetOffset, sourceOffset, firstCopySize);
                memcpy(targetOffset + i, sourceOffset + i + 1, secondCopySize);
            }
            float subdeterminant = determinant<size - 1>(temporaryMatrix);
            total += matrix[i] * subdeterminant * sign;
        }
        sign *= -1;
    }
    return total;
}

template<>
float determinant<1>(float* matrix)
{
    return matrix[0];
}

It seems to work pretty well on relatively small matrices (2x2, 3x3 and 4x4), so I'd expect it to work on 6x6 matrices too. I didn't conduct extensive tests however, and there's a possibility that it's broken.


The Problem

If I understood correctly the answer from the other question, the determinant should be 0 since the curves intersect. However, feeding my program the Sylvester matrix I made above, it's -2916.

Is it a mistake on my end or on their end? What's the correct way to find out if two cubic Bézier curves intersect?

8条回答
家丑人穷心不美
2楼-- · 2019-01-13 03:06

I don't know how fast it will be, but if you have two curves C1(t) and C2(k) they intersect if C1(t) == C2(k). So you have two equations (per x and per y) for two variables (t, k). You can solve the system using numerical methods with enough for you accuracy. When you've found t,k parameters you should check if there is a parameter on [0, 1]. If it is they intersects on [0, 1].

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叛逆
3楼-- · 2019-01-13 03:09

This is a hard problem. I would split each of the 2 Bezier curves into say 5-10 discrete line segments, and just do line-line intersections.

enter image description here

foreach SampledLineSegment line1 in Bezier1
    foreach SampledLineSegment line2 in Bezier2
        if( line1 intersects line2 )
            then Bezier1 intersects Bezier2
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