Claude vs Grok vs Mistral: Computational Geometry

Prompt
Computational geometry - algorithms for geometric problems
ClaudeAnthropic
Computational geometry - algorithms for geometric problems

Computational Geometry - Algorithms for Geometric Problems

Computational geometry deals with algorithmic solutions to geometric problems. Here's a comprehensive overview of key algorithms and techniques:

1. Fundamental Geometric Primitives

Point-Line Relationships


def orientation(p, q, r):
"""
Find orientation of ordered triplet (p, q, r)
Returns:
0 -> Collinear points
1 -> Clockwise orientation
2 -> Counterclockwise orientation
"""
val = (q[1] - p[1]) * (r[0] - q[0]) - (q[0] - p[0]) * (r[1] - q[1])
if val == 0:
return 0
return 1 if val > 0 else 2

def point_in_polygon(point, polygon):
"""Ray casting algorithm for point-in-polygon test"""
x, y = point
n = len(polygon)
inside = False

p1x, p1y = polygon[0]
for i in range(1, n + 1):
p2x, p2y = polygon[i % n]
if y > min(p1y, p2y):
if y <= max(p1y, p2y):
if x <= max(p1x, p2x):
if p1y != p2y:
xinters = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
if p1x == p2x or x <= xinters:
inside = not inside
p1x, p1y = p2x, p2y

return inside

Line Segment Intersection


def segments_intersect(p1, q1, p2, q2):
"""Check if line segments p1q1 and p2q2 intersect"""
o1 = orientation(p1, q1, p2)
o2 = orientation(p1, q1, q2)
o3 = orientation(p2, q2, p1)
o4 = orientation(p2, q2, q1)

# General case
if o1 != o2 and o3 != o4:
return True

# Special cases (collinear points)
if (o1 == 0 and on_segment(p1, p2, q1)) or \
(o2 == 0 and on_segment(p1, q2, q1)) or \
(o3 == 0 and on_segment(p2, p1, q2)) or \
(o4 == 0 and on_segment(p2, q1, q2)):
return True

return False

def on_segment(p, q, r):
"""Check if point q lies on segment pr"""
return (q[0] <= max(p[0], r[0]) and q[0] >= min(p[0], r[0]) and
q[1] <= max(p[1], r[1]) and q[1] >= min(p[1], r[1]))

2. Convex Hull Algorithms

Graham Scan


```python
import math

def convexhullgraham(points):
"""Graham scan algorithm for convex hull"""
def polar_angle(p0, p1):
if p1[0] == p0[0]:
return math.pi / 2
return math.atan2(p1[1] - p0[1], p1[0] - p0[0])

def distance(p1, p2):
return math.sqrt((p1[0] - p2[0])2 + (p1[1] - p2[1])2)

n = len(points)
if n < 3:
return points

# Find bottom-most point (or left most in case of tie)
start = min(points, key=lambda p: (p[1], p[0

11:39
GrokxAI
Computational geometry - algorithms for geometric problems

Computational geometry is a branch of computer science and mathematics that deals with algorithms for solving geometric problems. It focuses on the design, analysis, and implementation of algorithms for tasks involving geometric objects such as points, lines, polygons, and more complex shapes in 2D, 3D, or higher dimensions. These algorithms are widely used in fields like computer graphics, robotics, geographic information systems (GIS), computer-aided design (CAD), and more.

Below is an overview of key concepts, problems, and algorithms in computational geometry:


1. Fundamental Concepts


  • Geometric Primitives: Points, lines, line segments, rays, polygons, circles, and polyhedra.

  • Convexity: A set is convex if the line segment connecting any two points in the set lies entirely within the set. Convex shapes (like convex hulls) are often easier to work with in computational geometry.

  • Coordinate Systems: Many algorithms operate in Cartesian coordinates, though polar or other systems can be used for specific problems.

  • Precision Issues: Floating-point arithmetic can lead to errors in geometric computations, so robust algorithms often use exact arithmetic or handle numerical stability carefully.



2. Core Problems in Computational Geometry


Here are some fundamental problems and the algorithms used to solve them:

a. Convex Hull


  • Problem: Given a set of points in a plane, compute the smallest convex polygon that contains all the points.

  • Algorithms:

  • Graham's Scan: O(n log n) time. Sorts points by angle and builds the hull by iteratively adding points.

  • Jarvis's March (Gift Wrapping): O(nh) time, where h is the number of points on the hull. Iteratively selects the next point with the smallest angle.

  • Andrew's Algorithm: A variation of Graham's Scan with O(n log n) time complexity.

  • Applications: Collision detection, shape analysis, and optimization.


b. Point Location


  • Problem: Given a subdivision of a plane (e.g., a set of polygons or a triangulation), determine which region contains a query point.

  • Algorithms:

  • Slab Decomposition: Divides the plane into slabs for faster querying.

  • Trapezoidal Decomposition: Breaks the plane into trapezoids for efficient point location in O(log n) time.

  • Applications: GIS, interactive graphics, and ray tracing.


c. Line Segment Intersection


  • Problem: Detect whether two line segments intersect or find all intersections among a set of line segments.

  • Algorithms:

  • Sweep Line Algorithm: O((n + k) log n) time, where k is the number of intersections. Sweeps a vertical line across the plane to detect intersections.

  • Bentley-Ottmann Algorithm: A specialized sweep line algorithm for finding all intersections in O((n + k) log n) time.

  • Applications: Map overlays, collision detection, and circuit design.


d. Triangulation


  • Problem: Decompose a polygon or point set into a set of triangles.

  • Algorithms:

  • Ear Clipping: O(n²) time for simple polygons. Iteratively removes "ears" (triangles with no internal points).

  • Delaunay Triangulation: Maximizes the minimum angle of triangles. Often computed via incremental insertion or divide-and-conquer in O(n log n) time.

  • Applications: Mesh generation, terrain modeling, and finite element analysis.


e. Voronoi Diagrams


  • Problem: Partition the plane into regions based on proximity to a set of points (each region contains all points closer to a specific input point than to any other).

  • Algorithms:

  • Fortune's Algorithm: O(n log n) time using a sweep line and a beach line data structure.

  • Applications: Nearest-neighbor search, facility location, and motion planning.


f. Range Searching


  • Problem: Find all points or objects within a given query range (e.g., a rectangle, circle, or half-plane).

  • Algorithms:

  • KD-Trees: Partition space into axis-aligned regions for efficient range queries in O(sqrt(n) + k) time for 2D.

  • Range Trees: Supports range queries in O(log^d n + k) time, where d is the dimension.

  • Applications: Database queries, spatial indexing, and computer graphics.


g. Polygon Clipping


  • Problem: Compute the intersection, union, or difference of two polygons.

  • Algorithms:

  • Sutherland-Hodgman Algorithm: Clips a polygon against a convex clipping polygon.

  • Weiler-Atherton Algorithm: Handles more general polygon clipping, including concave polygons.

  • Applications: Computer graphics, rendering, and CAD.


h. Closest Pair of Points


  • Problem: Find the pair of points with the smallest Euclidean distance among a set of points.

  • Algorithms:

  • Divide and Conquer: O(n log n) time by dividing the plane and recursively solving subproblems.

  • Applications: Clustering, collision detection, and pattern recognition.



3. Advanced Topics


  • Arrangement of Lines/Hyperplanes: Compute the partitioning of a plane or space by a set of lines or hyperplanes.

  • Motion Planning: Find collision-free paths for objects (e.g., robots) in a geometric environment using techniques like configuration space or probabilistic roadmaps.

  • Geometric Optimization: Solve problems like finding the smallest enclosing circle, largest empty rectangle, or minimum spanning tree of points.

  • Robustness and Degeneracy: Handle edge cases like collinear points or overlapping objects using techniques like symbolic perturbation or exact arithmetic.



4. Data Structures in Computational Geometry


Efficient algorithms often rely on specialized data structures:
  • Binary Space Partitioning (BSP): Recursively subdivides space for visibility and collision detection.

  • Bounding Volume Hierarchy (BVH): Organizes objects in a hierarchy of bounding volumes for fast intersection tests.

  • Sweep Line: A dynamic data structure used in algorithms for line segment intersection and Voronoi diagrams.

  • Delaunay Triangulation and Voronoi Diagrams: Dual structures for proximity and spatial relationships.



5. Applications


  • Computer Graphics: Rendering, ray tracing, and visibility determination.

  • Robotics: Motion planning, obstacle avoidance, and sensor coverage.

  • Geographic Information Systems (GIS): Map overlay, spatial queries, and route planning.

  • Computer-Aided Design (CAD): Shape modeling, intersection testing, and manufacturing simulations.

  • Bioinformatics: Molecular modeling and protein structure analysis.



6. Key Books and Resources


  • Books:

  • "Computational Geometry: Algorithms and Applications" by Mark de Berg, Otfried Cheong, Marc van Kreveld, and Mark Overmars (a standard textbook).

  • "Computational Geometry in C" by Joseph O'Rourke (focuses on practical implementation).

  • Online Resources:

  • CGAL (Computational Geometry Algorithms Library): A C++ library for geometric algorithms.

  • Geometry Junkyard: A collection of resources and papers on computational geometry.

  • Courses on platforms like Coursera or MIT OpenCourseWare.



7. Challenges


  • Numerical Precision: Floating-point errors can lead to incorrect results (e.g., deciding whether a point lies on a line).

  • Degeneracies: Handling special cases like collinear points or overlapping segments.

  • High Dimensions: Many algorithms become computationally expensive in 3D or higher dimensions (the "curse of dimensionality").



Example: Convex Hull (Graham's Scan) in Python


def convex_hull(points):
if len(points) < 3:
return points

# Find the point with the lowest y-coordinate, break ties with x-coordinate
start = min(points, key=lambda p: (p[1], p[0]))
points.remove(start)

# Sort points by polar angle with start
points.sort(key=lambda p: (math.atan2(p[1] - start[1], p[0] - start[0]),
(p[0] - start[0])**2 + (p[1] - start[1])**2))

stack = [start, points[0]]
for i in range(1, len(points)):
while (len(stack) > 1 and
cross_product(stack[-2], stack[-1], points[i]) <= 0):
stack.pop()
stack.append(points[i])
return stack

def cross_product(p1, p2, p3):
return (p2[0] - p1[0]) * (p3[1] - p1[1]) - (p2[1] - p1[1]) * (p3[0] - p1[0])

# Example usage
points = [(0, 0), (1, 1), (2, 2), (2, 0), (2, 4), (3, 3), (4, 2)]
hull = convex_hull(points)
print("Convex Hull:", hull)

This code implements Graham's Scan to compute the convex hull of a set of 2D points.


Computational geometry is a rich field with both theoretical depth and practical importance. If you're looking to dive deeper into a specific problem or algorithm (e.g., Voronoi diagrams or range searching), let me know!

11:39
MistralMistral AI
Computational geometry - algorithms for geometric problems

Computational geometry is a branch of computer science that deals with algorithms for solving geometric problems. These problems often involve the manipulation and analysis of geometric objects such as points, lines, polygons, and polyhedra. Here are some fundamental algorithms and concepts in computational geometry:

1. Convex Hull


The convex hull of a set of points is the smallest convex polygon that contains all the points.
  • Graham's Scan: An O(n log n) algorithm that sorts the points by polar angle and then constructs the convex hull.

  • Jarvis March (Gift Wrapping): An O(nh) algorithm where n is the number of points and h is the number of points on the convex hull.

  • Quickhull: An algorithm similar to the QuickSort algorithm, which can be more efficient in practice.


2. Line Segment Intersection


Determining whether two line segments intersect is a common problem.
  • Bentley-Ottmann Algorithm: An O((n + k) log n) algorithm for finding all intersections among a set of n line segments, where k is the number of intersections.


3. Closest Pair of Points


Finding the closest pair of points in a set.
  • Divide and Conquer: An O(n log n) algorithm that recursively divides the set of points and finds the closest pair in each subset.


4. Voronoi Diagram


A Voronoi diagram partitions a plane into regions close to each of a given set of points.
  • Fortune's Algorithm: An O(n log n) algorithm for constructing the Voronoi diagram of a set of points.


5. Delaunay Triangulation


A Delaunay triangulation for a set of points is a triangulation such that no point is inside the circumcircle of any triangle.
  • Bowyer-Watson Algorithm: An O(n log n) algorithm for constructing the Delaunay triangulation.


6. Point Location


Determining which region of a planar subdivision a query point lies in.
  • Slab Decomposition: A method that decomposes the plane into vertical slabs and uses a binary search to locate the point.

  • Trapezoidal Decomposition: A method that decomposes the plane into trapezoids and uses a binary search to locate the point.


7. Range Searching


Finding all points within a given query range.
  • Range Trees: A data structure that supports range searching in O(log^d n + k) time, where d is the dimension and k is the number of points reported.

  • k-d Trees: A data structure that supports range searching in O(n^(1-1/d) + k) time.


8. Polygon Triangulation


Dividing a polygon into triangles.
  • Ear Clipping: An O(n^2) algorithm that repeatedly removes "ears" (triangles) from the polygon.

  • Seidel's Algorithm: An O(n log* n) algorithm for triangulating a simple polygon.


9. Minkowski Sum


The Minkowski sum of two sets of points is the set of all points that are the sum of one point from each set.
  • Convex Decomposition: A method that decomposes the polygons into convex pieces and then computes the Minkowski sum of the convex pieces.


10. Boolean Operations on Polygons


Performing union, intersection, and difference operations on polygons.
  • Weiler-Atherton Algorithm: An algorithm for performing Boolean operations on polygons.


11. Shortest Path in a Polygon


Finding the shortest path between two points inside a polygon.
  • Lee's Algorithm: An algorithm for finding the shortest path in a polygon using a visibility graph.


12. Visibility Graph


A graph where vertices represent the vertices of a polygon and edges represent visibility between vertices.
  • Visibility Graph Construction: An algorithm for constructing the visibility graph of a polygon.


13. Art Gallery Problem


Determining the minimum number of guards needed to cover the interior of a polygon.
  • Chvátal's Art Gallery Theorem: A theorem stating that ⌊n/3⌋ guards are always sufficient and sometimes necessary to cover a simple polygon with n vertices.


14. Robot Motion Planning


Finding a collision-free path for a robot in a workspace with obstacles.
  • Configuration Space: A method that transforms the problem into a higher-dimensional space where the robot is a point and obstacles are expanded.

  • Roadmap Methods: Methods that construct a graph of feasible configurations and search for a path in this graph.


These algorithms and concepts form the backbone of computational geometry and are used in various applications such as computer graphics, robotics, geographic information systems (GIS), and more.

11:39

Analysis

This comparison demonstrates the different approaches each AI model takes when responding to the same prompt. Here are the key differences observed:

Response Characteristics

Claude: Provides a detailed response with 9 sentences.

Grok: Provides a direct response with 98 sentences.

Mistral: Provides a direct response with 51 sentences.

Key Takeaways

  • Each model brings unique strengths to this type of query
  • Response styles vary significantly between models
  • Consider your specific use case when choosing between these models

Try This Comparison Yourself

Want to test these models with your own prompts? Visit SNEOS.com to compare AI responses side-by-side in real-time.


This comparison was generated using the SNEOS AI Comparison ToolPublished: October 01, 2025 | Models: Claude, Grok, Mistral