6 research outputs found

    One More Step Towards Well-Composedness of Cell Complexes over nD Pictures

    Get PDF
    An nD pure regular cell complex K is weakly well-composed (wWC) if, for each vertex v of K, the set of n-cells incident to v is face-connected. In previous work we proved that if an nD picture I is digitally well composed (DWC) then the cubical complex Q(I) associated to I is wWC. If I is not DWC, we proposed a combinatorial algorithm to “locally repair” Q(I) obtaining an nD pure simplicial complex PS(I) homotopy equivalent to Q(I) which is always wWC. In this paper we give a combinatorial procedure to compute a simplicial complex PS(¯I) which decomposes the complement space of |PS(I)| and prove that PS(¯I) is also wWC. This paper means one more step on the way to our ultimate goal: to prove that the nD repaired complex is continuously well-composed (CWC), that is, the boundary of its continuous analog is an (n − 1)- manifold.Ministerio de Economía y Competitividad MTM2015-67072-

    Procedural generation of features for volumetric terrains using a rule-based approach.

    Get PDF
    Terrain generation is a fundamental requirement of many computer graphics simulations, including computer games, flight simulators and environments in feature films. Volumetric representations of 3D terrains can create rich features that are either impossible or very difficult to construct in other forms of terrain generation techniques, such as overhangs, arches and caves. While a considerable amount of literature has focused on procedural generation of terrains using heightmap-based implementations, there is little research found on procedural terrains utilising a voxel-based approach. This thesis contributes two methods to procedurally generate features for terrains that utilise a volumetric representation. The first method is a novel grammar-based approach to generate overhangs and caves from a set of rules. This voxel grammar provides a flexible and intuitive method of manipulating voxels from a set of symbol/transform pairs that can provide a variety of different feature shapes and sizes. The second method implements three parametric functions for overhangs, caves and arches. This generates a set of voxels procedurally based on the parameters of a function selected by the user. A small set of parameters for each generator function yields a widely varied set of features and provides the user with a high degree of expressivity. In order to analyse the expressivity, this thesis’ third contribution is an original method of quantitatively valuing a result of a generator function. This research is a collaboration with Sony Interactive Entertainment and their proprietary game engine PhyreEngineTM. The methods presented have been integrated into the engine’s terrain system. Thus, there is a focus on real-time performance so as to be feasible for game developers to use while adhering to strict sub-second frame times of modern computer games

    Skeletal representations of orthogonal shapes

    Get PDF
    Skeletal representations are important shape descriptors which encode topological and geometrical properties of shapes and reduce their dimension. Skeletons are used in several fields of science and attract the attention of many researchers. In the biocad field, the analysis of structural properties such as porosity of biomaterials requires the previous computation of a skeleton. As the size of three-dimensional images become larger, efficient and robust algorithms that extract simple skeletal structures are required. The most popular and prominent skeletal representation is the medial axis, defined as the shape points which have at least two closest points on the shape boundary. Unfortunately, the medial axis is highly sensitive to noise and perturbations of the shape boundary. That is, a small change of the shape boundary may involve a considerable change of its medial axis. Moreover, the exact computation of the medial axis is only possible for a few classes of shapes. For example, the medial axis of polyhedra is composed of non planar surfaces, and its accurate and robust computation is difficult. These problems led to the emergence of approximate medial axis representations. There exists two main approximation methods: the shape is approximated with another shape class or the Euclidean metric is approximated with another metric. The main contribution of this thesis is the combination of a specific shape and metric simplification. The input shape is approximated with an orthogonal shape, which are polygons or polyhedra enclosed by axis-aligned edges or faces, respectively. In the same vein, the Euclidean metric is replaced by the L infinity or Chebyshev metric. Despite the simpler structure of orthogonal shapes, there are few works on skeletal representations applied to orthogonal shapes. Much of the efforts have been devoted to binary images and volumes, which are a subset of orthogonal shapes. Two new skeletal representations based on this paradigm are introduced: the cube skeleton and the scale cube skeleton. The cube skeleton is shown to be composed of straight line segments or planar faces and to be homotopical equivalent to the input shape. The scale cube skeleton is based upon the cube skeleton, and introduces a family of skeletons that are more stable to shape noise and perturbations. In addition, the necessary algorithms to compute the cube skeleton of polygons and polyhedra and the scale cube skeleton of polygons are presented. Several experimental results confirm the efficiency, robustness and practical use of all the presented methods

    Neuroinformatics in Functional Neuroimaging

    Get PDF
    This Ph.D. thesis proposes methods for information retrieval in functional neuroimaging through automatic computerized authority identification, and searching and cleaning in a neuroscience database. Authorities are found through cocitation analysis of the citation pattern among scientific articles. Based on data from a single scientific journal it is shown that multivariate analyses are able to determine group structure that is interpretable as particular “known ” subgroups in functional neuroimaging. Methods for text analysis are suggested that use a combination of content and links, in the form of the terms in scientific documents and scientific citations, respectively. These included context sensitive author ranking and automatic labeling of axes and groups in connection with multivariate analyses of link data. Talairach foci from the BrainMap ™ database are modeled with conditional probability density models useful for exploratory functional volumes modeling. A further application is shown with conditional outlier detection where abnormal entries in the BrainMap ™ database are spotted using kernel density modeling and the redundancy between anatomical labels and spatial Talairach coordinates. This represents a combination of simple term and spatial modeling. The specific outliers that were found in the BrainMap ™ database constituted among others: Entry errors, errors in the article and unusual terminology

    Large bichromatic point sets admit empty monochromatic 4-gons

    No full text
    We consider a variation of a problem stated by Erd˝os and Szekeres in 1935 about the existence of a number fES(k) such that any set S of at least fES(k) points in general position in the plane has a subset of k points that are the vertices of a convex k-gon. In our setting the points of S are colored, and we say that a (not necessarily convex) spanned polygon is monochromatic if all its vertices have the same color. Moreover, a polygon is called empty if it does not contain any points of S in its interior. We show that any bichromatic set of n ≥ 5044 points in R2 in general position determines at least one empty, monochromatic quadrilateral (and thus linearly many).Postprint (published version
    corecore