Points left out when nearby in scipy.spatial.Delaunay?

This behavior of scipy.spatial. Delaunay might be connected with the impresicion of the floating point arithmetic As you may know scipy.spatial. Delaunay uses C qhull library to calculate Delaunay triangulation Qhull in its turn, is the implementation of Quickhull algorithm which is in details described by the authors in this paper (1).

You as well may know that floating-point arithmetic used in computers is carried out using IEEE 754 standard (you can read about it in Wikipedia for instance). According to the standard, each finite number is most simply described by three integers: s a sign (zero or one) c a significand (or 'coefficient') q an exponent. The number of bits used to represent these integers varies with data type.So, it's obvious, that the density of floating point number distribution on nummerical axis is not constant - the greater numbers, the more loosely they are distributed.

It can be seen even with Google calculator - you can subtract 3333333333333333 from 3333333333333334 and get 0 That happens because 3333333333333333 and 3333333333333334 both are rounded to the same floating point number Now, knowing about rounding errors, we might want to read chapter 4 of the paper (1), entitled Copying with impresicion In this chapter, an algorithm of dealing with rounding errors is described: Quickhull partitions a point and determines its horizon facets by computing whether the point is above or below a hyperplane. We have assumed that computations return consistent results ... With floating-point arithmetic, we cannot prevent errors from occurring, but we can repair the damage after processing a point. We use brute force: if adjacent facets are nonconvex, one of the facets is merged into a neighbor.

Quickhull merges the facet that minimizes the maximum distance of a vertex to the neighbor So that's what might happens Quickhull cannot distinguish between 2 nearby points, so it merges two facets, thus successfully eliminating one of them. To eliminate these errors, you can, for instance, try to move your coordinate origin: co = points0 points = points - co edges1 = delaunay_edges(points) edges2 = delaunay_edges_matplotlib(points) print numpy. Unique(edges1) >>> 0 1 2 3 4 print numpy.

Unique(edges2) >>> 0 1 2 3 4 This moves computations to the region where floating point numbers are reasonably dense.

This behavior of scipy.spatial. Delaunay might be connected with the impresicion of the floating point arithmetic. As you may know, scipy.spatial.

Delaunay uses C qhull library to calculate Delaunay triangulation. Qhull, in its turn, is the implementation of Quickhull algorithm, which is in details described by the authors in this paper (1). You as well may know that floating-point arithmetic used in computers is carried out using IEEE 754 standard (you can read about it in Wikipedia, for instance).

According to the standard, each finite number is most simply described by three integers: s= a sign (zero or one), c= a significand (or 'coefficient'), q= an exponent. The number of bits used to represent these integers varies with data type. So, it's obvious, that the density of floating point number distribution on nummerical axis is not constant - the greater numbers, the more loosely they are distributed.It can be seen even with Google calculator - you can subtract 3333333333333333 from 3333333333333334 and get 0.

That happens because 3333333333333333 and 3333333333333334 both are rounded to the same floating point number. Now, knowing about rounding errors, we might want to read chapter 4 of the paper (1), entitled Copying with impresicion.In this chapter, an algorithm of dealing with rounding errors is described: Quickhull partitions a point and determines its horizon facets by computing whether the point is above or below a hyperplane. We have assumed that computations return consistent results ... With floating-point arithmetic, we cannot prevent errors from occurring, but we can repair the damage after processing a point.

We use brute force: if adjacent facets are nonconvex, one of the facets is merged into a neighbor. Quickhull merges the facet that minimizes the maximum distance of a vertex to the neighbor. So that's what might happens - Quickhull cannot distinguish between 2 nearby points, so it merges two facets, thus successfully eliminating one of them.

To eliminate these errors, you can, for instance, try to move your coordinate origin: co = points0 points = points - co edges1 = delaunay_edges(points) edges2 = delaunay_edges_matplotlib(points) print numpy. Unique(edges1) >>> 0 1 2 3 4 print numpy. Unique(edges2) >>> 0 1 2 3 4 This moves computations to the region where floating point numbers are reasonably dense.

Thanks for the answer, a good solution. – Benjamin Nov 21 at 14:10.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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