#include <bits/stdc++.h>
using namespace std;
template <class T>
T abs(T x) {
  return x > 0 ? x : -x;
}
int n;
int m;
int mask[500][500][17];
int x[500], y[500], X[500], Y[500];
double xx[500], yy[500], XX[500], YY[500];
double vect(double x1, double y8687969, double x2, double y2) {
  return x1 * y2 - x2 * y8687969;
}
int main() {
  int n, m;
  scanf("%d%d", &n, &m);
  for (int i = 0; i < n; i++) scanf("%d%d", &x[i], &y[i]);
  for (int i = 0; i < m; i++) scanf("%d%d", &X[i], &Y[i]);
  double *cx, *cy, *CX, *CY;
  for (int i = 0; i < n; i++) {
    for (int j = i + 1; j < n; j++) {
      xx[j] = x[j] - x[i], yy[j] = y[j] - y[i];
    }
    for (int j = 0; j < m; j++) {
      XX[j] = X[j] - x[i];
      YY[j] = Y[j] - y[i];
    }
    cx = xx + i;
    cy = yy + i;
    for (int j = i + 1; j < n; j++) {
      cx++;
      cy++;
      CX = XX;
      CY = YY;
      int *ap = mask[i][j], *ar = mask[j][i];
      int b = 0;
      for (int k = 0; k < m; k++, CX++, CY++) {
        if ((*cx) * (*CY) - (*cy) * (*CX) > 0)
          (*ap) |= (1 << b);
        else
          (*ar) |= (1 << b);
        b++;
        if (b == 30) {
          ap++;
          ar++;
          b = 0;
        }
      }
    }
  }
  int ans = 0;
  double *jx, *jy, *kx, *ky;
  for (int i = 0; i < n; i++) {
    for (int j = i + 1; j < n; j++) {
      xx[j] = x[j] - x[i];
      yy[j] = y[j] - y[i];
    }
    jx = xx + i;
    jy = yy + i;
    for (int j = i + 1; j < n; j++) {
      jx++;
      jy++;
      kx = jx;
      ky = jy;
      for (int k = j + 1; k < n; k++) {
        kx++;
        ky++;
        if ((*jx) * (*ky) - (*jy) * (*kx) > 0) {
          ans++;
          for (int l = 0; l < 17; l++)
            if (mask[i][j][l] & mask[j][k][l] & mask[k][i][l]) {
              ans--;
              break;
            }
        } else {
          ans++;
          for (int l = 0; l < 17; l++)
            if (mask[i][k][l] & mask[k][j][l] & mask[j][i][l]) {
              ans--;
              break;
            }
        }
      }
    }
  }
  printf("%d\n", ans);
  return 0;
}
