Hubbry Logo
Minimum bounding boxMinimum bounding boxMain
Open search
Minimum bounding box
Community hub
Minimum bounding box
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Minimum bounding box
Minimum bounding box
from Wikipedia
A sphere enclosed by its axis-aligned minimum bounding box (in 3 dimensions)

In geometry, the minimum bounding box or smallest bounding box (also known as the minimum enclosing box or smallest enclosing box) for a point set S in N dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie. When other kinds of measure are used, the minimum box is usually called accordingly, e.g., "minimum-perimeter bounding box".

The minimum bounding box of a point set is the same as the minimum bounding box of its convex hull, a fact which may be used heuristically to speed up computation.[1]

In the two-dimensional case it is called the minimum bounding rectangle.

Axis-aligned minimum bounding box

[edit]

The axis-aligned minimum bounding box (or AABB) for a given point set is its minimum bounding box subject to the constraint that the edges of the box are parallel to the (Cartesian) coordinate axes. It is the Cartesian product of N intervals each of which is defined by the minimal and maximal value of the corresponding coordinate for the points in S.

Axis-aligned minimal bounding boxes are used as an approximate location of an object in question and as a very simple descriptor of its shape. For example, in computational geometry and its applications when it is required to find intersections in the set of objects, the initial check is the intersections between their MBBs. Since it is usually a much less expensive operation than the check of the actual intersection (because it only requires comparisons of coordinates), it allows quickly excluding checks of the pairs that are far apart.

Arbitrarily oriented minimum bounding box

[edit]

The arbitrarily oriented minimum bounding box is the minimum bounding box, calculated subject to no constraints as to the orientation of the result. Minimum bounding box algorithms based on the rotating calipers method can be used to find the minimum-area or minimum-perimeter bounding box of a two-dimensional convex polygon in linear time, and of a three-dimensional point set in the time it takes to construct its convex hull followed by a linear-time computation.[1] A three-dimensional rotating calipers algorithm can find the minimum-volume arbitrarily-oriented bounding box of a three-dimensional point set in cubic time.[2] Matlab implementations of the latter as well as the optimal compromise between accuracy and CPU time are available.[3]

Object-oriented minimum bounding box

[edit]

In the case where an object has its own local coordinate system, it can be useful to store a bounding box relative to these axes, which requires no transformation as the object's own transformation changes.

Digital image processing

[edit]

In digital image processing, the bounding box is merely the coordinates of the rectangular border that fully encloses a digital image when it is placed over a page, a canvas, a screen or other similar bidimensional background.

See also

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A minimum bounding box (MBB), also known as the smallest enclosing box, is the of minimal volume in three dimensions (or of minimal area in two dimensions) that fully contains a given set of points or the boundary of a geometric object, with the orientation of the box's edges chosen to achieve this minimality. This construct is central to , where it addresses the smallest enclosing box problem, often requiring algorithms that account for arbitrary rotations to optimize the fit. There are two primary variants: the axis-aligned minimum bounding box (AABB), which aligns with the coordinate axes and is computed simply from the extrema of the coordinates in each dimension, and the oriented minimum bounding box (OBB), which permits rotation and typically yields a tighter at the cost of increased . For instance, in three dimensions, an is defined by the minimum and maximum values along the x, y, and z axes of the point set, forming a rectangular prism that may include empty space if the points are not axis-aligned. Computing an exact OBB, however, often involves techniques like or analysis, with approximation algorithms achieving near-optimal results in linear time for large point sets. Minimum bounding boxes find extensive use across fields due to their efficiency in representing spatial extents. In spatial databases and geographic information systems (GIS), MBBs serve as approximations for indexing and querying collections of objects, such as in R-trees where they enclose groups of features to enable fast range searches and overlap tests. In and , OBBs support by simplifying intersection checks between complex shapes and accelerate rendering through hierarchical partitioning and culling of invisible elements. Additionally, in and , MBBs optimize material usage and paths by determining the compactest enclosure for solid models. In higher dimensions or for polytopes, extensions of these concepts enable efficient partitioning and approximation in data structures for multidimensional .

Fundamentals

Definition

In , the minimum bounding box (MBB), also known as the smallest enclosing box, for a point set SS in NN-dimensional is defined as the with the smallest —such as area in 2D or volume in 3D—that contains all points in SS. This formal definition applies to finite sets of points, where the is typically specified by its minimum and maximum coordinates along each dimension, adjusted to minimize the overall measure while ensuring . The concept presupposes familiarity with and point sets, such as the vertices of a in 2D (e.g., the four corners of a or an irregular ) or a in 3D (e.g., the eight vertices of a ). In 2D, the MBB is a enclosing the points; in 3D, it is a . Unlike other bounding volumes, such as the minimum enclosing —which is rotationally invariant—or the —which tightly wraps the points without rectangular constraints—the MBB is constrained to rectangular form, either axis-aligned with the coordinate axes or arbitrarily oriented. The MBB has roots in , where rectangular extents have long defined map boundaries, and was first formalized within during the 1970s as the field emerged to address algorithmic problems on geometric data. Seminal developments in the 1980s, including techniques, further refined its theoretical foundations for efficient computation in 2D and 3D.

Properties

The minimum bounding box (MBB) for a point set SS in nn dimensions is defined by its optimality in terms of the smallest measure, typically the area in 2D or volume in higher dimensions, where the area is minimized as the product of width and , and the volume as the product of the side lengths along each . This optimality ensures that the MBB encloses all points in SS while achieving the minimal spatial extent under the chosen measure. Geometrically, the MBB is a that fully contains SS, with its boundaries determined by the extreme points of SS—specifically, the minimum and maximum coordinates along the relevant axes—which guarantee tight containment without interior voids relative to the box. For the axis-aligned case in 2D, this leads to the area equation A=(xmaxxmin)(ymaxymin)A = (x_{\max} - x_{\min})(y_{\max} - y_{\min}), derived by identifying the bounding coordinates from the projections of points onto the x- and y-axes, yielding the width and height as differences between these extrema. However, edge cases such as collinear points result in degenerate boxes with zero area or volume in one or more dimensions. The MBB encloses the of SS, and in fact, the MBB of SS coincides with that of its , though the box sides may not be supported by hull edges in all directions, preventing it from being arbitrarily tight beyond the extreme projections.

Types

Axis-Aligned Minimum Bounding Box

The axis-aligned minimum bounding box (AABB), also known as an axis-aligned bounding box, is the smallest rectangular region in two dimensions or rectangular parallelepiped in three dimensions that encloses a given set of points, with all edges parallel to the coordinate axes. In 2D, it is defined by the minimum and maximum x- and y-coordinates of the points, forming intervals [xmin,xmax]×[ymin,ymax][x_{\min}, x_{\max}] \times [y_{\min}, y_{\max}]. This box is computed by scanning the point set once to determine these extrema in each dimension, requiring O(n) time for n points. For example, consider the point set {(0,0),(1,2),(3,1)}\{(0,0), (1,2), (3,1)\}; the is [0,3]×[0,2][0,3] \times [0,2], with width $3, height $2, and area $6.Thearea(orvolumein3D)ofan[AABB](/page/AABB)providesameasureoftightness,calculatedas. The area (or volume in 3D) of an [AABB](/page/AABB) provides a measure of tightness, calculated as \Delta x \cdot \Delta yin2D,wherein 2D, where\Delta x = x_{\max} - x_{\min}andsimilarlyforand similarly for\Delta y$. AABBs offer significant computational advantages due to their simplicity: no or orientation adjustments are needed, making them ideal for grid-based spatial indexing and hierarchical structures. Overlap tests between AABBs are efficient, involving only constant-time comparisons of interval bounds. However, AABBs can be inefficient for objects that are rotated relative to the axes, as they may include substantial empty space; for instance, a diagonal would yield a square with corners unoccupied. In three dimensions, the AABB extends naturally to [xmin,xmax]×[ymin,ymax]×[zmin,zmax][x_{\min}, x_{\max}] \times [y_{\min}, y_{\max}] \times [z_{\min}, z_{\max}], defined by the minima and maxima across all coordinates, with volume ΔxΔyΔz\Delta x \cdot \Delta y \cdot \Delta z. This representation remains computationally trivial while supporting efficient spatial queries, though it may enclose more volume than an oriented bounding box for non-axis-aligned geometries.

Oriented Minimum Bounding Box

The oriented minimum bounding box (OMBB), also referred to as an arbitrarily oriented or rotated bounding box, is defined as the smallest rectangular enclosure for a set of points in 2D or 3D space, where the box's edges are permitted to rotate freely relative to the coordinate axes to minimize the enclosed area (in 2D) or volume (in 3D). Unlike axis-aligned variants, this rotation allows the box to better conform to the geometric distribution of the points, providing a tighter fit for non-axis-aligned shapes. A fundamental property of the 2D OMBB for a is that its optimal orientation aligns such that at least one side is collinear with an edge of the , as established by the theorem. This theorem underpins efficient methods for identifying candidate orientations by considering only the hull's edges. For illustration, consider a rotated by 45 degrees: its axis-aligned bounding box forms a larger square with side length √2 and area 2, whereas the OMBB aligns with the original square's sides, yielding the minimal area of 1. In general, the OMBB achieves a smaller area than its axis-aligned counterpart, with the worst-case ratio of axis-aligned to oriented area reaching 2 for certain convex shapes like the rotated square. In 3D, determining the exact OMBB is computationally more demanding due to the three rotational degrees of freedom, often parameterized via or quaternions, which expand the search space compared to 2D. A widely adopted approximation aligns the box axes with the principal components derived from the point set's via (PCA), which orients the box along the directions of maximum variance and provides a good for minimal volume, though it may not always yield the global optimum. The axis-aligned minimum bounding box serves as a constrained special case of the OMBB with zero rotation.

Object-Oriented Minimum Bounding Box

The object-oriented minimum bounding box (OOBB), also known as an object-aligned bounding box, is a variant of the oriented minimum bounding box where the box's axes are aligned with the intrinsic of the object, such as its principal directions derived from statistical analysis of its shape. This orientation is typically obtained by computing the eigenvectors of the object's , which capture the directions of maximum variance in the point distribution, or by referencing structural features like lines. Unlike fully arbitrary orientations, the OOBB prioritizes the object's natural for alignment, providing a geometrically intuitive enclosure. OOBBs are commonly applied to elongated or symmetric objects, such as vehicle models in simulation environments, where the box axes correspond to the object's primary dimensions like length, width, and height to achieve a compact fit. For instance, in a 3D car model, the OOBB would orient along the vehicle's longitudinal axis (from front to rear), lateral axis (side to side), and vertical axis, minimizing the enclosed volume while respecting the model's inherent symmetry and reducing empty space around protrusions like wheels or mirrors. This approach is particularly effective in scenarios involving rigid body dynamics or collision detection, where maintaining alignment with the object's local frame simplifies integration into larger scenes. The computation of an OOBB often serves as an efficient approximation to the more general oriented minimum bounding box, relying on applied to the object's vertices or to determine the principal axes. Once the axes are established, the box extents are calculated by projecting the points onto these directions and taking the minimum and maximum coordinates, resulting in a tight bound without exhaustive search over all possible rotations. Relative to methods seeking the absolute minimal volume through unconstrained optimization, OOBBs offer greater intuitiveness and stability, especially in hierarchical bounding volume structures for rendering or simulation pipelines, as they leverage the object's predefined geometry for consistent performance across transformations. Nevertheless, generating an OOBB necessitates preprocessing steps like covariance matrix computation on the object's data, and it does not guarantee the globally smallest volume, potentially leaving more slack than optimal oriented boxes in irregular shapes.

Algorithms

Computing Axis-Aligned Boxes

The computation of an for a set of points in dd-dimensional involves determining the minimum and maximum coordinates along each axis, forming a rectangular box aligned with the coordinate axes that encloses all points with minimal volume. This approach is foundational in due to its straightforward and efficiency. The basic performs a single linear pass over the points, initializing the minimum and maximum values for each to extreme bounds (positive and negative , respectively), and updating them iteratively as each point is processed. The following pseudocode illustrates the process for a 2D point set, which generalizes naturally to higher dimensions:

function computeAABB(points): if points is empty: return null // or handle as degenerate case min_x = min_y = +∞ max_x = max_y = -∞ for each point p in points: min_x = min(min_x, p.x) max_x = max(max_x, p.x) min_y = min(min_y, p.y) max_y = max(max_y, p.y) return Box((min_x, min_y), (max_x, max_y))

function computeAABB(points): if points is empty: return null // or handle as degenerate case min_x = min_y = +∞ max_x = max_y = -∞ for each point p in points: min_x = min(min_x, p.x) max_x = max(max_x, p.x) min_y = min(min_y, p.y) max_y = max(max_y, p.y) return Box((min_x, min_y), (max_x, max_y))

This method ensures the box tightly bounds the point set without exceeding the extrema in any dimension. The of this is O(n)O(n), where nn is the number of points, as it requires a single scan with constant-time operations per point and dimension. This linear performance is optimal for static point sets, making AABBs suitable for one-time computations in scenarios like initial scene setup in graphics applications. For dynamic scenarios where points are added or removed incrementally, the extremes can be maintained and updated in amortized O(1)O(1) time per insertion by comparing the new point's coordinates against the current minima and maxima; removals are similarly efficient if the removed point is not an extreme, though recomputing from scratch may be necessary in the worst case if it is. Special handling is required for edge cases to avoid . For an empty point set, the algorithm typically returns a null or invalid box, as no enclosing volume exists. For a single point, the resulting box is degenerate with zero area (or volume in higher dimensions), where the minimum and maximum coordinates coincide at the point's location. In practice, computation is implemented in established libraries for geometric processing. The library provides the bounding_box function for various geometric types, computing the axis-aligned extents efficiently during construction or query operations. Similarly, the Shapely library in Python offers the bounds attribute for geometries, which returns the (minx, miny, maxx, maxy) tuple representing the , enabling quick extent determination for tasks such as in image processing.

Computing Oriented Boxes

Computing oriented minimum bounding boxes (OMBBs) involves optimizing the orientation to minimize the box's area or volume while enclosing a given set of points or a polygon. In two dimensions, the rotating calipers method provides an efficient solution for convex polygons. This approach first computes the convex hull of the input points in O(n log n) time using algorithms like Graham scan or Jarvis march, where n is the number of points. Then, it applies the rotating calipers technique in O(n) time to evaluate candidate orientations defined by the edges of the convex hull, selecting the one yielding the minimum area box. The optimization can be formulated mathematically as minimizing the area function over the rotation angle : A(θ)=w(θ)h(θ)A(\theta) = w(\theta) \cdot h(\theta) where w(θ)w(\theta) is the width, defined as the extent of the projected points onto the unit vector in direction , and h(θ)h(\theta) is the corresponding height onto the perpendicular direction + \pi/2. The rotating calipers efficiently computes these projections by maintaining supporting lines that rotate synchronously around the hull, ensuring all antipodal edge pairs are considered without redundant evaluations. The method was introduced by Godfried T. Toussaint in 1983 as a paradigm for solving geometric optimization problems, including the minimum-area enclosing . One of the early extensions to three dimensions is Joseph O'Rourke's 1985 method, which achieves O(n^3) by enumerating orientations where at least two adjacent faces of the box align with edges of the , using a rotating calipers-like approach extended to polyhedral structures. While this provides an exact solution, subsequent research has developed faster exact algorithms, including randomized methods with expected O(n) . Practical 3D computations often employ approximations for efficiency. (PCA) aligns the box axes with the principal directions of the point cloud's , yielding an O(n) approximation after hull computation; this method provides a good fit for elongated or symmetric shapes but may deviate significantly from the optimum for irregular distributions. For non-convex sets or when exactness is not required, heuristic techniques such as genetic algorithms evolve populations of matrices to minimize volume, often hybridized with local optimizers like for refinement. In 2D and 3D, practical algorithms achieve near-linear or time, making them feasible for real-world applications.

Applications

In

In , minimum bounding boxes (MBBs) serve as fundamental bounding volumes to optimize rendering, , and scene management by enclosing complex geometries within simpler shapes. Axis-aligned bounding boxes (AABBs) and oriented bounding boxes (OBBs) are particularly prevalent, with AABBs favored for their computational efficiency in static scenes and OBBs preferred for tighter fits around rotated or irregular objects. These structures accelerate ray tracing by enabling quick tests, reducing the need to evaluate intricate details early in the rendering pipeline. A key application lies in bounding volume hierarchies (BVHs), where MBBs form the nodes of tree structures to cull non-visible or non-intersecting elements during ray traversal. For instance, in ray tracing, BVHs using AABBs or OBBs can achieve up to 10-100x speedups in queries by first testing the bounding box before descending to child nodes, as demonstrated in early implementations for animated scenes. OBBs enhance this by aligning with object orientations, minimizing empty space and improving accuracy in dynamic environments like simulations. In , MBBs enable rapid reject tests to avoid expensive primitive-level computations; for OBBs, the separating axis theorem (SAT) projects the boxes onto potential separating axes to determine non-intersection in constant time for convex shapes. This is crucial in real-time applications, such as physics engines, where AABBs provide broad-phase filtering for speed, while OBBs offer precision for narrow-phase checks in scenarios involving articulated bodies. In game engines like Unity, MBBs are automatically generated to enclose imported meshes, facilitating efficient physics simulations and interactions without manual geometry adjustments. For level-of-detail (LOD) management and frustum culling, the size and position of an MBB determine whether an object enters the viewport, allowing distant or obscured elements to be rendered at lower fidelity or skipped entirely, which conserves GPU resources in large-scale scenes. Performance trade-offs highlight AABBs' simplicity for high-throughput tasks versus OBBs' overhead in dynamic scenes, where rotation updates can increase costs but yield better occlusion. This integration traces back to the 1990s, with AABBs and OBBs becoming standard in APIs like OpenGL and DirectX for hardware-accelerated rendering pipelines.

In Digital Image Processing

In digital image processing, minimum bounding boxes (MBBs) are essential for localizing and isolating objects within 2D raster images after segmentation. For , MBBs are computed around derived from segmented regions, such as those identified by thresholding or algorithms. In , the findContours function detects boundaries in binary images, followed by boundingRect to generate an axis-aligned MBB enclosing the contour points, providing coordinates (x, y, width, height) for precise localization. This approach enables efficient tracking of moving objects by combining background subtraction with contour-based bounding boxes. MBBs also facilitate feature extraction by defining tight enclosures around shapes in edge-detected images, allowing subsequent analysis of object properties like or without processing the entire image. techniques, such as Canny, identify boundaries, and from these edges yield MBBs that isolate features for tasks like classification. In practice, this reduces computational overhead by focusing on relevant regions, enhancing accuracy in applications requiring object boundary approximation. For cropping and alignment, MBBs automate the trimming of scanned documents or photos by enclosing detected content and applying perspective transforms. In document scanning pipelines, from edge-detected images are used to approximate the document boundary, with an MBB or fitting enabling warp-based alignment to correct skew and extraneous borders. This technique processes batches of scanned images efficiently, preserving content integrity while removing noise. A key application is in , where MBBs isolate tumors from MRI slices to aid segmentation and diagnosis. For instance, YOLO-based generates MBBs around glioblastomas in FLAIR-modality MRI, which are then used to mask predictions from models, improving Dice scores to 0.62 for rare tumors like diffuse intrinsic pontine without retraining. This localization step confines analysis to regions of interest, enhancing segmentation precision on datasets like BRaTS'19. Common techniques involve thresholding an image to produce binary pixel sets, followed by contour detection and MBB computation. Axis-aligned bounding boxes (AABBs) are derived via boundingRect on contour points for quick, rotation-agnostic enclosures, ideal for aligned objects. For rotated elements like text in scanned documents, oriented MBBs minimize area using minAreaRect, which fits a rotated to the contour and outputs , dimensions, and angle for alignment. These methods, rooted in early for character isolation in OCR, remain foundational in libraries like .

In Geographic Information Systems

In geographic information systems (GIS), the minimum bounding box (MBB), often referred to as a (MBR) or , serves as a fundamental for managing and querying spatial data. It defines the smallest that encloses a set of geographic features, such as points, lines, or polygons, enabling efficient spatial operations on vector data. This representation is particularly valuable in handling large datasets where exact geometries may be complex, allowing for quick approximations during analysis. A primary application of MBBs in GIS is spatial indexing, where they act as bounding envelopes in structures like R-trees to facilitate efficient queries, such as identifying all features intersecting a user-defined bounding box (e.g., "find all buildings within a specified rectangular area"). In an R-tree, leaf nodes store individual spatial objects with their MBBs, while internal nodes aggregate these into hierarchical bounding rectangles, minimizing overlap and enabling rapid traversal for operations like range searches or nearest-neighbor queries. This approach significantly reduces computational overhead in spatial databases, as demonstrated in implementations like PostGIS and GeoPackage, where MBBs prune irrelevant branches during query execution. For map rendering in web-based GIS applications, axis-aligned MBBs are commonly used to define tile extents, particularly in latitude-longitude coordinate systems. For instance, employs lat/long bounding boxes to delineate the visible region of the map, ensuring that only relevant tiles are loaded and rendered based on the user's . This axis-aligned approach aligns well with the grid-like structure of geographic coordinate systems, where and form natural rectangular bounds. MBBs also support data compression and storage optimization in GIS databases by approximating the extents of complex polygons, reducing the need to load full geometries for initial filtering or metadata purposes. In formats like shapefiles, the header includes an overall MBB for the entire , allowing quick extent checks without decompressing individual features, which is essential for scalable storage in systems handling millions of polygons. This approximation is particularly effective for vector data, where the MBB captures the spatial footprint while ignoring internal details, thereby lowering I/O costs in database queries. In practice, tools like utilize MBBs to generate minimum bounding rectangles for shapefiles, defining study areas or simplifying feature sets for analysis; for example, the Minimum Bounding Geometry tool creates rectangular polygons enclosing input features, which can delineate regions for environmental modeling or . Handling projections introduces nuances to MBB usage, as geographic coordinate systems (using angular units like degrees for latitude and longitude) differ from projected coordinate systems (using linear units like on a flat plane). In geographic systems, axis-aligned MBBs may distort near poles due to the spherical nature of , while projected systems allow for more accurate linear extents; oriented MBBs are applied in non-rectangular regions post-projection to better fit irregular shapes, such as coastlines, minimizing area overestimation. These concepts are formalized in Open Geospatial Consortium (OGC) standards, where MBBs are defined as the BoundingBox data type in (GML) since the early 2000s, providing a standardized for encoding feature extents in interoperable GIS services like (WFS). This ensures consistent representation across systems for tasks like data exchange and federated querying.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.