In image processing, the grassfire transform is the computation of the distance from a pixel to the border of a region. It can be described as "setting fire" to the borders of an image region to yield descriptors such as the region's skeleton or medial axis. Harry Blum introduced the concept in 1967. [1]
A region's skeleton can be a useful descriptor, because it describes things such as the symmetry of the region as well as subparts, depressions and protrusions. [2] It also provides a way of relating the interior of a region to the shape of the boundary. In the grassfire transform, the skeleton forms at the points in the region where the "fires" meet. In the literature this is described as the locus of meeting waveforms. [2]
Another advantage of using the outcome of the grassfire transform as a descriptor is that it is invertible. Assuming information about when the medial axis or skeleton is created by meeting waveforms is kept, then the skeleton can be restored by radiating outward. [1]
The algorithm below is a simple two pass method for computing the Manhattan distance from the border of a region. Of course there are several other algorithms for performing the grassfire transform.
foreachrowinimagelefttorightforeachcolumninimagetoptobottomif(pixelisinregion){setpixelto1+minimumvalueofthenorthandwestneighbours}else{setpixeltozero}}}foreachrowrighttoleftforeachcolumnbottomtotopif(pixelisinregion){setpixeltomin(valueofthepixel,1+minimumvalueofthesouthandeastneighbours)}else{setpixeltozero}}}
Below is the result of this transform. It is important to note that the most intense lines make up the skeleton.
The grassfire transform can be abstracted to suit a variety of computing problems. It has been shown that it can be extended beyond the context of images to arbitrary functions. [3] This includes applications in energy minimization problems such as those handled by the Viterbi algorithm, max-product belief propagation, resource allocation, and in optimal control methods. [3]
It can also be used to compute the distance between regions by setting the background to be as a region.
Digital geometry deals with discrete sets considered to be digitized models or images of objects of the 2D or 3D Euclidean space.
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980. His paper, "Ray Casting for Modeling Solids", describes modeled solid objects by combining primitive solids, such as blocks and cylinders, using the set operators union (+), intersection (&), and difference (-). The general idea of using these binary operators for solid modeling is largely due to Voelcker and Requicha's geometric modelling group at the University of Rochester. See Solid modeling for a broad overview of solid modeling methods. This figure on the right shows a U-Joint modeled from cylinders and blocks in a binary tree using Roth's ray casting system, circa 1979.
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In shape analysis, skeleton of a shape is a thin version of that shape that is equidistant to its boundaries. The skeleton usually emphasizes geometrical and topological properties of the shape, such as its connectivity, topology, length, direction, and width. Together with the distance of its points to the shape boundary, the skeleton can also serve as a representation of the shape.
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The medial axis of an object is the set of all points having more than one closest point on the object's boundary. Originally referred to as the topological skeleton, it was introduced in 1967 by Harry Blum as a tool for biological shape recognition. In mathematics the closure of the medial axis is known as the cut locus.
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