9,950 research outputs found

    Template-Cut: A Pattern-Based Segmentation Paradigm

    Get PDF
    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

    Full text link
    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

    Full text link
    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

    Full text link
    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

    Get PDF
    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
    • …
    corecore