593 research outputs found
Computing a discrete Morse gradient from a watershed decomposition
We consider the problem of segmenting triangle meshes endowed with a discrete scalar function f based on the critical points of f . The watershed transform induces a decomposition of the domain of function f into regions of influence of its minima, called catchment basins. The discrete Morse gradient induced by f allows recovering not only catchment basins but also a complete topological characterization of the function and of the shape on which it is defined through a Morse decomposition. Unfortunately, discrete Morse theory and related algorithms assume that the input scalar function has no flat areas, whereas such areas are common in real data and are easily handled by watershed algorithms. We propose here a new approach for building a discrete Morse gradient on a triangulated 3D shape endowed by a scalar function starting from the decomposition of the shape induced by the watershed transform. This allows for treating flat areas without adding noise to the data. Experimental results show that our approach has significant advantages over existing ones, which eliminate noise through perturbation: it is faster and always precise in extracting the correct number of critical elements
Skeletonization and Partitioning of Digital Images Using Discrete Morse Theory
We show how discrete Morse theory provides a rigorous and unifying foundation for defining skeletons and partitions of grayscale digital images. We model a grayscale image as a cubical complex with a real-valued function defined on its vertices (the voxel values). This function is extended to a discrete gradient vector field using the algorithm presented in Robins, Wood, Sheppard TPAMI 33:1646 (2011). In the current paper we define basins (the building blocks of a partition) and segments of the skeleton using the stable and unstable sets associated with critical cells. The natural connection between Morse theory and homology allows us to prove the topological validity of these constructions; for example, that the skeleton is homotopic to the initial object. We simplify the basins and skeletons via Morse-theoretic cancellation of critical cells in the discrete gradient vector field using a strategy informed by persistent homology. Simple working Python code for our algorithms for efficient vector field traversal is included. Example data are taken from micro-CT images of porous materials, an application area where accurate topological models of pore connectivity are vital for fluid-flow modelling
Ascending and descending regions of a discrete Morse function
We present an algorithm which produces a decomposition of a regular cellular
complex with a discrete Morse function analogous to the Morse-Smale
decomposition of a smooth manifold with respect to a smooth Morse function. The
advantage of our algorithm compared to similar existing results is that it
works, at least theoretically, in any dimension. Practically, there are
dimensional restrictions due to the size of cellular complexes of higher
dimensions, though. We prove that the algorithm is correct in the sense that it
always produces a decomposition into descending and ascending regions of the
critical cells in a finite number of steps, and that, after a finite number of
subdivisions, all the regions are topological discs. The efficiency of the
algorithm is discussed and its performance on several examples is demonstrated.Comment: 23 pages, 12 figure
Surface networks
© Copyright CASA, UCL. The desire to understand and exploit the structure of continuous surfaces is common to researchers in a range of disciplines. Few examples of the varied surfaces forming an integral part of modern subjects include terrain, population density, surface atmospheric pressure, physico-chemical surfaces, computer graphics, and metrological surfaces. The focus of the work here is a group of data structures called Surface Networks, which abstract 2-dimensional surfaces by storing only the most important (also called fundamental, critical or surface-specific) points and lines in the surfaces. Surface networks are intelligent and “natural ” data structures because they store a surface as a framework of “surface ” elements unlike the DEM or TIN data structures. This report presents an overview of the previous works and the ideas being developed by the authors of this report. The research on surface networks has fou
Computational and Theoretical Issues of Multiparameter Persistent Homology for Data Analysis
The basic goal of topological data analysis is to apply topology-based descriptors
to understand and describe the shape of data. In this context, homology is one of
the most relevant topological descriptors, well-appreciated for its discrete nature,
computability and dimension independence. A further development is provided
by persistent homology, which allows to track homological features along a oneparameter
increasing sequence of spaces. Multiparameter persistent homology, also
called multipersistent homology, is an extension of the theory of persistent homology
motivated by the need of analyzing data naturally described by several parameters,
such as vector-valued functions. Multipersistent homology presents several issues in
terms of feasibility of computations over real-sized data and theoretical challenges
in the evaluation of possible descriptors. The focus of this thesis is in the interplay
between persistent homology theory and discrete Morse Theory. Discrete Morse
theory provides methods for reducing the computational cost of homology and persistent
homology by considering the discrete Morse complex generated by the discrete
Morse gradient in place of the original complex. The work of this thesis addresses
the problem of computing multipersistent homology, to make such tool usable in real
application domains. This requires both computational optimizations towards the
applications to real-world data, and theoretical insights for finding and interpreting
suitable descriptors. Our computational contribution consists in proposing a new
Morse-inspired and fully discrete preprocessing algorithm. We show the feasibility
of our preprocessing over real datasets, and evaluate the impact of the proposed
algorithm as a preprocessing for computing multipersistent homology. A theoretical
contribution of this thesis consists in proposing a new notion of optimality for such
a preprocessing in the multiparameter context. We show that the proposed notion
generalizes an already known optimality notion from the one-parameter case. Under
this definition, we show that the algorithm we propose as a preprocessing is optimal
in low dimensional domains. In the last part of the thesis, we consider preliminary
applications of the proposed algorithm in the context of topology-based multivariate
visualization by tracking critical features generated by a discrete gradient field compatible
with the multiple scalar fields under study. We discuss (dis)similarities of such
critical features with the state-of-the-art techniques in topology-based multivariate
data visualization
Avoiding the Global Sort: A Faster Contour Tree Algorithm
We revisit the classical problem of computing the \emph{contour tree} of a
scalar field , where is a
triangulated simplicial mesh in . The contour tree is a
fundamental topological structure that tracks the evolution of level sets of
and has numerous applications in data analysis and visualization.
All existing algorithms begin with a global sort of at least all critical
values of , which can require (roughly) time. Existing
lower bounds show that there are pathological instances where this sort is
required. We present the first algorithm whose time complexity depends on the
contour tree structure, and avoids the global sort for non-pathological inputs.
If denotes the set of critical points in , the running time is
roughly , where is the depth of in
the contour tree. This matches all existing upper bounds, but is a significant
improvement when the contour tree is short and fat. Specifically, our approach
ensures that any comparison made is between nodes in the same descending path
in the contour tree, allowing us to argue strong optimality properties of our
algorithm.
Our algorithm requires several novel ideas: partitioning in
well-behaved portions, a local growing procedure to iteratively build contour
trees, and the use of heavy path decompositions for the time complexity
analysis
Recommended from our members
Three decades of the Shuffled Complex Evolution (SCE-UA) optimization algorithm: Review and applications
Implicit flow routing on terrains with applications to surface networks and drainage structures
Flow-related structures on terrains are defined in terms of paths of steepest descent (or ascent). A steepest descent path on a polyhedral terrain T with n vertices can have T(n^2) complexity. The watershed of a point p --- the set of points on T whose paths of steepest descent reach p --- can have complexity T(n^3). We present a technique for tracing a collection of n paths of steepest descent on T implicitly in O(n logn) time. We then derive O(n log n) time algorithms for: (i) computing for each local minimum p of T the triangles contained in the watershed of p and (ii) computing the surface network graph of T. We also present an O(n^2) time algorithm that computes the watershed area for each local minimum of T
Human perception-oriented segmentation for triangle meshes
A segmentação de malhas é um tópico importante de investigação em computação gráfica, em particular em modelação geométrica. Isto deve-se ao facto de as técnicas de segmentaçãodemalhasteremváriasaplicações,nomeadamentenaproduçãodefilmes, animaçãoporcomputador, realidadevirtual, compressãodemalhas, assimcomoemjogosdigitais. Emconcreto, asmalhastriangularessãoamplamenteusadasemaplicações interativas, visto que sua segmentação em partes significativas (também designada por segmentação significativa, segmentação perceptiva ou segmentação perceptualmente significativa ) é muitas vezes vista como uma forma de acelerar a interação com o utilizador ou a deteção de colisões entre esses objetos 3D definidos por uma malha, bem como animar uma ou mais partes significativas (por exemplo, a cabeça de uma personagem) de um dado objeto, independentemente das restantes partes.
Acontece que não se conhece nenhuma técnica capaz de segmentar correctamente malhas arbitrárias −ainda que restritas aos domínios de formas livres e não-livres− em partes significativas. Algumas técnicas são mais adequadas para objetos de forma não-livre (por exemplo, peças mecânicas definidas geometricamente por quádricas), enquanto outras são mais talhadas para o domínio dos objectos de forma livre. Só na literatura recente surgem umas poucas técnicas que se aplicam a todo o universo de objetos de forma livre e não-livre. Pior ainda é o facto de que a maioria das técnicas de segmentação não serem totalmente automáticas, no sentido de que quase todas elas exigem algum tipo de pré-requisitos e assistência do utilizador. Resumindo, estes três desafios relacionados com a proximidade perceptual, generalidade e automação estão no cerne do trabalho descrito nesta tese.
Para enfrentar estes desafios, esta tese introduz o primeiro algoritmo de segmentação baseada nos contornos ou fronteiras dos segmentos, cuja técnica se inspira nas técnicas de segmentação baseada em arestas, tão comuns em análise e processamento de imagem,porcontraposiçãoàstécnicasesegmentaçãobaseadaemregiões. Aideiaprincipal é a de encontrar em primeiro lugar a fronteira de cada região para, em seguida, identificar e agrupar todos os seus triângulos internos. As regiões da malha encontradas correspondem a saliências e reentrâncias, que não precisam de ser estritamente convexas, nem estritamente côncavas, respectivamente. Estas regiões, designadas regiões relaxadamenteconvexas(ousaliências)eregiõesrelaxadamentecôncavas(oureentrâncias), produzem segmentações que são menos sensíveis ao ruído e, ao mesmo tempo, são mais intuitivas do ponto de vista da perceção humana; por isso, é designada por segmentação orientada à perceção humana (ou, human perception- oriented (HPO), do inglês). Além disso, e ao contrário do atual estado-da-arte da segmentação de malhas, a existência destas regiões relaxadas torna o algoritmo capaz de segmentar de maneira bastante plausível tanto objectos de forma não-livre como objectos de forma livre.
Nesta tese, enfrentou-se também um quarto desafio, que está relacionado com a fusão de segmentação e multi-resolução de malhas. Em boa verdade, já existe na literatura uma variedade grande de técnicas de segmentação, bem como um número significativo de técnicas de multi-resolução, para malhas triangulares. No entanto, não é assim tão comum encontrar estruturas de dados e algoritmos que façam a fusão ou a simbiose destes dois conceitos, multi-resolução e segmentação, num único esquema multi-resolução que sirva os propósitos das aplicações que lidam com malhas simples e segmentadas, sendo que neste contexto se entende que uma malha simples é uma malha com um único segmento. Sendo assim, nesta tese descreve-se um novo esquema (entenda-seestruturasdedadosealgoritmos)demulti-resoluçãoesegmentação,designado por extended Ghost Cell (xGC). Este esquema preserva a forma das malhas, tanto em termos globais como locais, ou seja, os segmentos da malha e as suas fronteiras, bem como os seus vincos e ápices são preservados, não importa o nível de resolução que usamos durante a/o simplificação/refinamento da malha. Além disso, ao contrário de outros esquemas de segmentação, tornou-se possível ter segmentos adjacentes com dois ou mais níveis de resolução de diferença. Isto é particularmente útil em animação por computador, compressão e transmissão de malhas, operações de modelação geométrica, visualização científica e computação gráfica.
Em suma, esta tese apresenta um esquema genérico, automático, e orientado à percepção humana, que torna possível a simbiose dos conceitos de segmentação e multiresolução de malhas trianguladas que sejam representativas de objectos 3D.The mesh segmentation is an important topic in computer graphics, in particular in geometric computing. This is so because mesh segmentation techniques find many applications in movies, computer animation, virtual reality, mesh compression, and games. Infact, trianglemeshesarewidelyusedininteractiveapplications, sothattheir segmentation in meaningful parts (i.e., human-perceptually segmentation, perceptive segmentationormeaningfulsegmentation)isoftenseenasawayofspeedinguptheuser interaction, detecting collisions between these mesh-covered objects in a 3D scene, as well as animating one or more meaningful parts (e.g., the head of a humanoid) independently of the other parts of a given object.
It happens that there is no known technique capable of correctly segmenting any mesh into meaningful parts. Some techniques are more adequate for non-freeform objects (e.g., quadricmechanicalparts), whileothersperformbetterinthedomainoffreeform objects. Only recently, some techniques have been developed for the entire universe of objects and shapes. Even worse it is the fact that most segmentation techniques are not entirely automated in the sense that almost all techniques require some sort of pre-requisites and user assistance. Summing up, these three challenges related to perceptual proximity, generality and automation are at the core of the work described in this thesis.
In order to face these challenges, we have developed the first contour-based mesh segmentation algorithm that we may find in the literature, which is inspired in the edgebased segmentation techniques used in image analysis, as opposite to region-based segmentation techniques. Its leading idea is to firstly find the contour of each region, and then to identify and collect all of its inner triangles. The encountered mesh regions correspond to ups and downs, which do not need to be strictly convex nor strictly concave, respectively. These regions, called relaxedly convex regions (or saliences) and relaxedly concave regions (or recesses), produce segmentations that are less-sensitive to noise and, at the same time, are more intuitive from the human point of view; hence it is called human perception- oriented (HPO) segmentation. Besides, and unlike the current state-of-the-art in mesh segmentation, the existence of these relaxed regions makes the algorithm suited to both non-freeform and freeform objects.
In this thesis, we have also tackled a fourth challenge, which is related with the fusion of mesh segmentation and multi-resolution. Truly speaking, a plethora of segmentation techniques, as well as a number of multiresolution techniques, for triangle meshes already exist in the literature. However, it is not so common to find algorithms and data structures that fuse these two concepts, multiresolution and segmentation, into a symbiotic multi-resolution scheme for both plain and segmented meshes, in which a plainmeshisunderstoodasameshwithasinglesegment. So, weintroducesuchanovel multiresolution segmentation scheme, called extended Ghost Cell (xGC) scheme. This scheme preserves the shape of the meshes in both global and local terms, i.e., mesh segments and their boundaries, as well as creases and apices are preserved, no matter the level of resolution we use for simplification/refinement of the mesh. Moreover, unlike other segmentation schemes, it was made possible to have adjacent segments with two or more resolution levels of difference. This is particularly useful in computer animation, mesh compression and transmission, geometric computing, scientific visualization, and computer graphics.
In short, this thesis presents a fully automatic, general, and human perception-oriented scheme that symbiotically integrates the concepts of mesh segmentation and multiresolution
- …