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Click to edit Master title style Skeleton computation of an image using a geometric approach J. Martinez, M. Vigo, N. Pla-Garcia, D. Ayala Introduction One of the challenges of BioCAD field is to understand the morphology of the pore


  1. Click to edit Master title style Skeleton computation of an image using a geometric approach J. Martinez, M. Vigo, N. Pla-Garcia, D. Ayala

  2. Introduction ● One of the challenges of BioCAD field is to understand the morphology of the pore space of materials. ● As real datasets tend to be large computing their skeleton is very time-consuming. ● We developed two algorithms based on a geometric processing.

  3. Skeleton extraction methods 1) Thinning . Iteratively remove points from the object boundary. 2) Distance field . Extraction of the skeleton from the distance field. 3) Geometric . Applied to polygons and polyhedra. Based on the Voronoi diagram.

  4. Straight skeleton ● Defined by a continuous shrinking process in which the edges of the polygon are moved inwards. ● Coincides with the Voronoi Diagram with L ∞ when applied to orthogonal polygons.

  5. Algorithm for general polygons ● Sweep algorithm to compute the Voronoi Diagram of a polygon with L ∞ . [PL01] ● At any instant the portion of the skeleton that lies on the left of the sweep-line is computed. ● It maintains a dynamic wavefront induced by the vertex bisectors (boundary of the Voronoi cells).

  6. Dynamic wavefront ● It is a y-monotone polygonal line obtained by connecting the consecutive waves. ● A wave is sliding along two bisector endpoints. ● It changes with the occurrence of a point or vertical edge or the intersection of two bisectors.

  7. Edge-based algorithm ● We take advantage of the lower topological complexity of orthogonal polygons to create a simplified algorithm. ● If and edge is oriented in the sweepline direction may generate a new Voronoi vertex (spike event). ● Otherwise we retrieve the intersected portion of the wavefront.

  8. Edge-based algorithm

  9. Edge-based algorithm

  10. Vertex-based algorithm ● A vertex-based approach will be easier to extend to 3D. ● There are only eight vertex bisector configurations that we classify. ● We have different interaction with the wavefront depending on the configuration.

  11. Vertex-based algorithm

  12. Vertex-based algorithm

  13. Vertex-based algorithm

  14. Vertex-based algorithm

  15. Vertex-based algorithm

  16. Vertex-based algorithm

  17. Vertex-based algorithm

  18. Vertex-based algorithm

  19. Repairing collinear ambiguities ● When two edges or vertices are collinear along the vertical or horizontal axis using L ∞ the induced bisector is an entire area. ● We select the central bisector in a post-processing step.

  20. Repairing collinear ambiguities Ambiguous solution Unique solution

  21. Results Lizard

  22. Results Biomaterial

  23. Results Random

  24. Results Rock

  25. Results Newspaper

  26. Video

  27. Results Model Pixels # Vertices Thinning Geometric * Lizard 430x466 1536 7.8 s 0.07 s Biomaterial 357x356 11588 14.5 s 0.45s Random 100x100 7754 3.22 s 0.24 s Rock 474x811 18330 45.4 s 0.81 s Newspaper 1615x2251 244528 155 s 10.29 s * Collinear repairing and rasterization time also included

  28. Contributions ● Two algorithms to efficiently compute the straight skeleton of an orthogonal polygon. ● The worst case complexity of both is O(nlog(n)) in time and O(n) in space. ● Support of 2D non-manifold topology. ● Repair of ambiguities induced by colinear vertices.

  29. Thank you for yor attention Any question? This work has been partially supported by the project TIN2008-02903 of the Spanish government and by the IBEC (Bioengineering Institute of Catalonia).

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