105 research outputs found

    Local Equivalence and Intrinsic Metrics between Reeb Graphs

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    As graphical summaries for topological spaces and maps, Reeb graphs are common objects in the computer graphics or topological data analysis literature. Defining good metrics between these objects has become an important question for applications, where it matters to quantify the extent by which two given Reeb graphs differ. Recent contributions emphasize this aspect, proposing novel distances such as {\em functional distortion} or {\em interleaving} that are provably more discriminative than the so-called {\em bottleneck distance}, being true metrics whereas the latter is only a pseudo-metric. Their main drawback compared to the bottleneck distance is to be comparatively hard (if at all possible) to evaluate. Here we take the opposite view on the problem and show that the bottleneck distance is in fact good enough {\em locally}, in the sense that it is able to discriminate a Reeb graph from any other Reeb graph in a small enough neighborhood, as efficiently as the other metrics do. This suggests considering the {\em intrinsic metrics} induced by these distances, which turn out to be all {\em globally} equivalent. This novel viewpoint on the study of Reeb graphs has a potential impact on applications, where one may not only be interested in discriminating between data but also in interpolating between them

    A fast approximate skeleton with guarantees for any cloud of points in a Euclidean space

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    The tree reconstruction problem is to find an embedded straight-line tree that approximates a given cloud of unorganized points in Rm\mathbb{R}^m up to a certain error. A practical solution to this problem will accelerate a discovery of new colloidal products with desired physical properties such as viscosity. We define the Approximate Skeleton of any finite point cloud CC in a Euclidean space with theoretical guarantees. The Approximate Skeleton ASk(C)(C) always belongs to a given offset of CC, i.e. the maximum distance from CC to ASk(C)(C) can be a given maximum error. The number of vertices in the Approximate Skeleton is close to the minimum number in an optimal tree by factor 2. The new Approximate Skeleton of any unorganized point cloud CC is computed in a near linear time in the number of points in CC. Finally, the Approximate Skeleton outperforms past skeletonization algorithms on the size and accuracy of reconstruction for a large dataset of real micelles and random clouds

    A Homologically Persistent Skeleton is a fast and robust descriptor of interest points in 2D images

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    2D images often contain irregular salient features and interest points with non-integer coordinates. Our skeletonization problem for such a noisy sparse cloud is to summarize the topology of a given 2D cloud across all scales in the form of a graph, which can be used for combining local features into a more powerful object-wide descriptor. We extend a classical Minimum Spanning Tree of a cloud to a Homologically Persistent Skeleton, which is scale-and-rotation invariant and depends only on the cloud without extra parameters. This graph (1) is computable in time O(nlogn) for any n points in the plane; (2) has the minimum total length among all graphs that span a 2D cloud at any scale and also have most persistent 1-dimensional cycles; (3) is geometrically stable for noisy samples around planar graphs

    Multilevel Skeletonization Using Local Separators

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    Descriptor Based Analysis of Digital 3D Shapes

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    Co-skeletons:Consistent curve skeletons for shape families

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    We present co-skeletons, a new method that computes consistent curve skeletons for 3D shapes from a given family. We compute co-skeletons in terms of sampling density and semantic relevance, while preserving the desired characteristics of traditional, per-shape curve skeletonization approaches. We take the curve skeletons extracted by traditional approaches for all shapes from a family as input, and compute semantic correlation information of individual skeleton branches to guide an edge-pruning process via skeleton-based descriptors, clustering, and a voting algorithm. Our approach achieves more concise and family-consistent skeletons when compared to traditional per-shape methods. We show the utility of our method by using co-skeletons for shape segmentation and shape blending on real-world data

    A one-dimensional Homologically Persistent Skeleton of an unstructured point cloud in any metric space

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    Real data are often given as a noisy unstructured point cloud, which is hard to visualize. The important problem is to represent topological structures hidden in a cloud by using skeletons with cycles. All past skeletonization methods require extra parameters such as a scale or a noise bound. We define a homologically persistent skeleton, which depends only on a cloud of points and contains optimal subgraphs representing 1-dimensional cycles in the cloud across all scales. The full skeleton is a universal structure encoding topological persistence of cycles directly on the cloud. Hence a 1-dimensional shape of a cloud can be now easily predicted by visualizing our skeleton instead of guessing a scale for the original unstructured cloud. We derive more subgraphs to reconstruct provably close approximations to an unknown graph given only by a noisy sample in any metric space. For a cloud of n points in the plane, the full skeleton and all its important subgraphs can be computed in time O(n log n)
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