9,950 research outputs found
Template-Cut: A Pattern-Based Segmentation Paradigm
We present a scale-invariant, template-based segmentation paradigm that sets
up a graph and performs a graph cut to separate an object from the background.
Typically graph-based schemes distribute the nodes of the graph uniformly and
equidistantly on the image, and use a regularizer to bias the cut towards a
particular shape. The strategy of uniform and equidistant nodes does not allow
the cut to prefer more complex structures, especially when areas of the object
are indistinguishable from the background. We propose a solution by introducing
the concept of a "template shape" of the target object in which the nodes are
sampled non-uniformly and non-equidistantly on the image. We evaluate it on
2D-images where the object's textures and backgrounds are similar, and large
areas of the object have the same gray level appearance as the background. We
also evaluate it in 3D on 60 brain tumor datasets for neurosurgical planning
purposes.Comment: 8 pages, 6 figures, 3 tables, 6 equations, 51 reference
Gap Processing for Adaptive Maximal Poisson-Disk Sampling
In this paper, we study the generation of maximal Poisson-disk sets with
varying radii. First, we present a geometric analysis of gaps in such disk
sets. This analysis is the basis for maximal and adaptive sampling in Euclidean
space and on manifolds. Second, we propose efficient algorithms and data
structures to detect gaps and update gaps when disks are inserted, deleted,
moved, or have their radius changed. We build on the concepts of the regular
triangulation and the power diagram. Third, we will show how our analysis can
make a contribution to the state-of-the-art in surface remeshing.Comment: 16 pages. ACM Transactions on Graphics, 201
Quasiconvex Programming
We define quasiconvex programming, a form of generalized linear programming
in which one seeks the point minimizing the pointwise maximum of a collection
of quasiconvex functions. We survey algorithms for solving quasiconvex programs
either numerically or via generalizations of the dual simplex method from
linear programming, and describe varied applications of this geometric
optimization technique in meshing, scientific computation, information
visualization, automated algorithm analysis, and robust statistics.Comment: 33 pages, 14 figure
Finite Boolean Algebras for Solid Geometry using Julia's Sparse Arrays
The goal of this paper is to introduce a new method in computer-aided
geometry of solid modeling. We put forth a novel algebraic technique to
evaluate any variadic expression between polyhedral d-solids (d = 2, 3) with
regularized operators of union, intersection, and difference, i.e., any CSG
tree. The result is obtained in three steps: first, by computing an independent
set of generators for the d-space partition induced by the input; then, by
reducing the solid expression to an equivalent logical formula between Boolean
terms made by zeros and ones; and, finally, by evaluating this expression using
bitwise operators. This method is implemented in Julia using sparse arrays. The
computational evaluation of every possible solid expression, usually denoted as
CSG (Constructive Solid Geometry), is reduced to an equivalent logical
expression of a finite set algebra over the cells of a space partition, and
solved by native bitwise operators.Comment: revised version submitted to Computer-Aided Geometric Desig
TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware
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