In this paper, we propose a simpleyet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation(CVT). Our approach improves the performance and robustnes...In this paper, we propose a simpleyet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation(CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing highquality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient,and can construct the shell space for resolutions up to 20483 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-ofthe-art techniques, but is significantly faster than conventional CPU-based implementations.展开更多
An approach of distane map based imageenhancement (DMIE) is proposed. It is applied toconventional interpolations to get sharp images. Edgedetection is performed after images are interpolatedby linear interpolations. ...An approach of distane map based imageenhancement (DMIE) is proposed. It is applied toconventional interpolations to get sharp images. Edgedetection is performed after images are interpolatedby linear interpolations. To meet the two conditionsset for DMIE, i. e., no abrupt changes and no over-boosting, different boosting rate should be used inadjusting pixel intensities. When the boosting rate isdetermined by using the distance from enhancedpixels to nearest edges, edge-oriented imageenhancement is obtained. By using Erosion technique,the range for pixel intensity adiustment is set.Over-enhancement is avoided by limiting the pixel iutensities in enhancement within the range. A unifled linear-time algoritiml for disance transform is adopted to deal with the calculation of Euelidean distance of the images.Its computation complexity is 0(N).After the preparation,i.e.,distance transforming and erosion,the images get more and more sharpened while no over.boosting.Occurs by repeating the enhancement procedure ,The simplicity of the enhancement operation makes DMIE suitable for enhancement rate adjusting展开更多
3D objects can be stored in computer of different describing ways, such as point set, polyline, polygonal surface and Euclidean distance map. Moment invariants of different orders may have the different magnitude. A m...3D objects can be stored in computer of different describing ways, such as point set, polyline, polygonal surface and Euclidean distance map. Moment invariants of different orders may have the different magnitude. A method for normalizing moments of 3D objects is proposed, which can set the values of moments of different orders roughly in the same range and be applied to different 3D data formats universally. Then accurate computation of moments for several objects is presented and experiments show that this kind of normalization is very useful for moment invariants in 3D objects analysis and recognition.展开更多
The success of new scientific areas can be assessed by their potential for contributing to new theoretical approaches aligned with real-world applications.The Euclidean distance transform(EDT)has fared well in both ca...The success of new scientific areas can be assessed by their potential for contributing to new theoretical approaches aligned with real-world applications.The Euclidean distance transform(EDT)has fared well in both cases,providing a sound theoretical basis for a number of applications,such as median axis transform,fractal analysis,skeletonization,and Voronoi diagrams.Despite its wide applicability,the discrete form of the EDT includes interesting properties that have not yet been fully exploited in the literature.In this paper,we are particularly interested in the properties of 1)working with multiple objects/labels;and 2)identifying and counting equidistant pixels/voxels from certain points of interest.In some domains(such as dataset classification,texture,and complexity analysis),the result of applying the EDT transform with different objects,and their respective tied distances,may compromise the performance.In this sense,we propose an efficient modification in the method presented in[1],which leads to a novel approach for computing the distance transform in a space with multiple objects,and for counting equidistant pixels/voxels.展开更多
基金partially supported by Ac RF RG40/12MOE2013-T2-2-011+2 种基金partially supported by National Natural Science Foundation of China (Nos. 61432003 and 61322206)the TNList Cross-discipline Foundationpartially supported by HKSAR Research Grants Council (RGC) General Research Fund (GRF), CUHK/14207414
文摘In this paper, we propose a simpleyet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation(CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing highquality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient,and can construct the shell space for resolutions up to 20483 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-ofthe-art techniques, but is significantly faster than conventional CPU-based implementations.
文摘An approach of distane map based imageenhancement (DMIE) is proposed. It is applied toconventional interpolations to get sharp images. Edgedetection is performed after images are interpolatedby linear interpolations. To meet the two conditionsset for DMIE, i. e., no abrupt changes and no over-boosting, different boosting rate should be used inadjusting pixel intensities. When the boosting rate isdetermined by using the distance from enhancedpixels to nearest edges, edge-oriented imageenhancement is obtained. By using Erosion technique,the range for pixel intensity adiustment is set.Over-enhancement is avoided by limiting the pixel iutensities in enhancement within the range. A unifled linear-time algoritiml for disance transform is adopted to deal with the calculation of Euelidean distance of the images.Its computation complexity is 0(N).After the preparation,i.e.,distance transforming and erosion,the images get more and more sharpened while no over.boosting.Occurs by repeating the enhancement procedure ,The simplicity of the enhancement operation makes DMIE suitable for enhancement rate adjusting
基金Supported by National Key Basic Research Program(No.2004CB318006)National Natural Science Foundation of China(Nos.60873164,60573154,60533090,61379082 and 61227802)
文摘3D objects can be stored in computer of different describing ways, such as point set, polyline, polygonal surface and Euclidean distance map. Moment invariants of different orders may have the different magnitude. A method for normalizing moments of 3D objects is proposed, which can set the values of moments of different orders roughly in the same range and be applied to different 3D data formats universally. Then accurate computation of moments for several objects is presented and experiments show that this kind of normalization is very useful for moment invariants in 3D objects analysis and recognition.
基金supported by the Brazilian National Council for Scientific and Technological Development(CNPq)Araucaria Foundation+1 种基金Coordination for the Improvement of Higher Education Personnel(CAPES)Funding Authority for Studies and Projects(FINEP)。
文摘The success of new scientific areas can be assessed by their potential for contributing to new theoretical approaches aligned with real-world applications.The Euclidean distance transform(EDT)has fared well in both cases,providing a sound theoretical basis for a number of applications,such as median axis transform,fractal analysis,skeletonization,and Voronoi diagrams.Despite its wide applicability,the discrete form of the EDT includes interesting properties that have not yet been fully exploited in the literature.In this paper,we are particularly interested in the properties of 1)working with multiple objects/labels;and 2)identifying and counting equidistant pixels/voxels from certain points of interest.In some domains(such as dataset classification,texture,and complexity analysis),the result of applying the EDT transform with different objects,and their respective tied distances,may compromise the performance.In this sense,we propose an efficient modification in the method presented in[1],which leads to a novel approach for computing the distance transform in a space with multiple objects,and for counting equidistant pixels/voxels.