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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


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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
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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.

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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.
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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.

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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).

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Dynamic wavefront

  • It is a y-monotone polygonal line
  • btained 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.

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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.

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Edge-based algorithm

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Edge-based algorithm

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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.

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Vertex-based algorithm

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Repairing collinear ambiguities

  • When two edges or vertices

are collinear along the vertical

  • r horizontal axis using L∞ the

induced bisector is an entire area.

  • We select the central bisector

in a post-processing step.

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Repairing collinear ambiguities

Ambiguous solution Unique solution

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Results

Lizard

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Results

Biomaterial

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Results

Random

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Results

Rock

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Results

Newspaper

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Video

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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

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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.

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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).