Octree

Last updated
Octree
Type Tree
Invented1980
Invented byDonald Meagher
Time complexity in big O notation
OperationAverageWorst case
Space complexity
Left: Recursive subdivision of a cube into octants. Right: The corresponding octree. Octree2.svg
Left: Recursive subdivision of a cube into octants. Right: The corresponding octree.

An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional analog of quadtrees. The word is derived from oct (Greek root meaning "eight") + tree. Octrees are often used in 3D graphics and 3D game engines.

Contents

For spatial representation

Each node in an octree subdivides the space it represents into eight octants. In a point region (PR) octree, the node stores an explicit three-dimensional point, which is the "center" of the subdivision for that node; the point defines one of the corners for each of the eight children. In a matrix-based (MX) octree, the subdivision point is implicitly the center of the space the node represents. The root node of a PR octree can represent infinite space; the root node of an MX octree must represent a finite bounded space so that the implicit centers are well-defined. Note that octrees are not the same as k-d trees: k-d trees split along a dimension and octrees split around a point. Also k-d trees are always binary, which is not the case for octrees. By using a depth-first search the nodes are to be traversed and only required surfaces are to be viewed.

History

The use of octrees for 3D computer graphics was pioneered by Donald Meagher at Rensselaer Polytechnic Institute, described in a 1980 report "Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer", [1] for which he holds a 1995 patent (with a 1984 priority date) "High-speed image generation of complex solid objects using octree encoding" [2]

Common uses

Application to color quantization

The octree color quantization algorithm, invented by Gervautz and Purgathofer in 1988, encodes image color data as an octree up to nine levels deep. Octrees are used because and there are three color components in the RGB system. The node index to branch out from at the top level is determined by a formula that uses the most significant bits of the red, green, and blue color components, e.g. 4r + 2g + b. The next lower level uses the next bit significance, and so on. Less significant bits are sometimes ignored to reduce the tree size.

The algorithm is highly memory efficient because the tree's size can be limited. The bottom level of the octree consists of leaf nodes that accrue color data not represented in the tree; these nodes initially contain single bits. If much more than the desired number of palette colors are entered into the octree, its size can be continually reduced by seeking out a bottom-level node and averaging its bit data up into a leaf node, pruning part of the tree. Once sampling is complete, exploring all routes in the tree down to the leaf nodes, taking note of the bits along the way, will yield approximately the required number of colors.

Implementation for point decomposition

The example recursive algorithm outline below (MATLAB syntax) decomposes an array of 3-dimensional points into octree style bins. The implementation begins with a single bin surrounding all given points, which then recursively subdivides into its 8 octree regions. Recursion is stopped when a given exit condition is met. Examples of such exit conditions (shown in code below) are:

function[binDepths, binParents, binCorners, pointBins] = OcTree(points)binDepths=[0]% Initialize an array of bin depths with this single base-level binbinParents=[0]% This base level bin is not a child of other binsbinCorners=[min(points)max(points)]% It surrounds all points in XYZ spacepointBins(:)=1% Initially, all points are assigned to this first bindivide(1)% Begin dividing this first binfunctiondivide(binNo)% If this bin meets any exit conditions, do not divide it any further.binPointCount=nnz(pointBins==binNo)binEdgeLengths=binCorners(binNo,1:3)-binCorners(binNo,4:6)binDepth=binDepths(binNo)exitConditionsMet=binPointCount<value||min(binEdgeLengths)<value||binDepth>valueifexitConditionsMetreturn;% Exit recursive functionend% Otherwise, split this bin into 8 new sub-bins with a new division pointnewDiv=(binCorners(binNo,1:3)+binCorners(binNo,4:6))/2fori=1:8newBinNo=length(binDepths)+1binDepths(newBinNo)=binDepths(binNo)+1binParents(newBinNo)=binNobinCorners(newBinNo)=[oneofthe8pairsofthenewDivwithminCornerormaxCorner]oldBinMask=pointBins==binNo% Calculate which points in pointBins == binNo now belong in newBinNopointBins(newBinMask)=newBinNo% Recursively divide this newly created bindivide(newBinNo)end

Example color quantization

Taking the full list of colors of a 24-bit RGB image as point input to the Octree point decomposition implementation outlined above, the following example show the results of octree color quantization. The first image is the original (532818 distinct colors), while the second is the quantized image (184 distinct colors) using octree decomposition, with each pixel assigned the color at the center of the octree bin in which it falls. Alternatively, final colors could be chosen at the centroid of all colors in each octree bin, however this added computation has very little effect on the visual result. [8]

% Read the original RGB imageImg=imread('IMG_9980.CR2');% Extract pixels as RGB point tripletspts=reshape(Img,[],3);% Create OcTree decomposition object using a target bin capacityOT=OcTree(pts,'BinCapacity',ceil((size(pts,1)/256)*7));% Find which bins are "leaf nodes" on the octree objectleafs=find(~ismember(1:OT.BinCount,OT.BinParents)&...ismember(1:OT.BinCount,OT.PointBins));% Find the central RGB location of each leaf binbinCents=mean(reshape(OT.BinBoundaries(leafs,:),[],3,2),3);% Make a new "indexed" image with a color mapImgIdx=zeros(size(Img,1),size(Img,2));fori=1:length(leafs)pxNos=find(OT.PointBins==leafs(i));ImgIdx(pxNos)=i;endImgMap=binCents/255;% Convert 8-bit color to MATLAB rgb values% Display the original 532818-color image and resulting 184-color image figuresubplot(1,2,1),imshow(Img)title(sprintf('Original %d color image',size(unique(pts,'rows'),1)))subplot(1,2,2),imshow(ImgIdx,ImgMap)title(sprintf('Octree-quantized %d color image',size(ImgMap,1)))

See also

Related Research Articles

<span class="mw-page-title-main">PNG</span> Family of lossless compression file formats for image files

Portable Network Graphics is a raster-graphics file format that supports lossless data compression. PNG was developed as an improved, non-patented replacement for Graphics Interchange Format (GIF)—unofficially, the initials PNG stood for the recursive acronym "PNG's not GIF".

<span class="mw-page-title-main">RGB color model</span> Color model based on red, green and blue

The RGB color model is an additive color model in which the red, green and blue primary colors of light are added together in various ways to reproduce a broad array of colors. The name of the model comes from the initials of the three additive primary colors, red, green, and blue.

Gamma correction or gamma is a nonlinear operation used to encode and decode luminance or tristimulus values in video or still image systems. Gamma correction is, in the simplest cases, defined by the following power-law expression:

<span class="mw-page-title-main">Binary space partitioning</span> Method for recursively subdividing a space into two subsets using hyperplanes

In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree.

Color depth or colour depth, also known as bit depth, is either the number of bits used to indicate the color of a single pixel, or the number of bits used for each color component of a single pixel. When referring to a pixel, the concept can be defined as bits per pixel (bpp). When referring to a color component, the concept can be defined as bits per component, bits per channel, bits per color, and also bits per pixel component, bits per color channel or bits per sample (bps). Modern standards tend to use bits per component, but historical lower-depth systems used bits per pixel more often.

In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges, that span the image's color space, the set of all possible colors.

<span class="mw-page-title-main">Quadtree</span> Tree data structure in which each internal node has exactly four children, to partition a 2D area

A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are the two-dimensional analog of octrees and are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The data associated with a leaf cell varies by application, but the leaf cell represents a "unit of interesting spatial information".

sRGB Standard RGB color space

sRGB is a standard RGB color space that HP and Microsoft created cooperatively in 1996 to use on monitors, printers, and the World Wide Web. It was subsequently standardized by the International Electrotechnical Commission (IEC) as IEC 61966-2-1:1999. sRGB is the current defined standard colorspace for the web, and it is usually the assumed colorspace for images that are neither tagged for a colorspace nor have an embedded color profile.

<span class="mw-page-title-main">Adobe RGB color space</span> Color space developed by Adobe

The Adobe RGB (1998) color space or opRGB is a color space developed by Adobe Inc. in 1998. It was designed to encompass most of the colors achievable on CMYK color printers, but by using RGB primary colors on a device such as a computer display. The Adobe RGB (1998) color space encompasses roughly 50% of the visible colors specified by the CIELAB color space – improving upon the gamut of the sRGB color space, primarily in cyan-green hues. It was subsequently standardized by the IEC as IEC 61966-2-5:1999 with a name opRGB and is used in HDMI.

<span class="mw-page-title-main">Z-order curve</span> Mapping function that preserves data point locality

In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points. It is named in France after Henri Lebesgue, who studied it in 1904, and named in the United States after Guy Macdonald Morton, who first applied the order to file sequencing in 1966. The z-value of a point in multidimensions is simply calculated by interleaving the binary representations of its coordinate values. Once the data are sorted into this ordering, any one-dimensional data structure can be used, such as simple one dimensional arrays, binary search trees, B-trees, skip lists or hash tables. The resulting ordering can equivalently be described as the order one would get from a depth-first traversal of a quadtree or octree.

In computer science, a ternary search tree is a type of trie where nodes are arranged in a manner similar to a binary search tree, but with up to three children rather than the binary tree's limit of two. Like other prefix trees, a ternary search tree can be used as an associative map structure with the ability for incremental string search. However, ternary search trees are more space efficient compared to standard prefix trees, at the cost of speed. Common applications for ternary search trees include spell-checking and auto-completion.

<span class="mw-page-title-main">3D lookup table</span>

In the film and graphics industries, 3D lookup tables are used for color grading and for mapping one color space to another. They are commonly used to calculate preview colors for a monitor or digital projector of how an image will be reproduced on another display device, typically the final digitally projected image or release print of a movie. A 3D LUT is a 3D lattice of output RGB color values that can be indexed by sets of input RGB colour values. Each axis of the lattice represents one of the three input color components and the input color thus defines a point inside the lattice. Since the point may not be on a lattice point, the lattice values must be interpolated; most products use trilinear interpolation.

In computing, indexed color is a technique to manage digital images' colors in a limited fashion, in order to save computer memory and file storage, while speeding up display refresh and file transfers. It is a form of vector quantization compression.

Logluv TIFF is an encoding used for storing high-dynamic-range imaging data inside a TIFF image. It was originally developed by Greg Ward for storing HDR-output of his Radiance-photonmapper at a time where storage space was a crucial factor. Its implementation in TIFF also allowed the combination with image-compression algorithms without great programming effort. As such it has to be considered a smart compromise between the imposed limitations. It is slightly related to RGBE, the most successful HDRI storage format, an earlier invention of Greg Ward.

<span class="mw-page-title-main">Color quantization</span>

In computer graphics, color quantization or color image quantization is quantization applied to color spaces; it is a process that reduces the number of distinct colors used in an image, usually with the intention that the new image should be as visually similar as possible to the original image. Computer algorithms to perform color quantization on bitmaps have been studied since the 1970s. Color quantization is critical for displaying images with many colors on devices that can only display a limited number of colors, usually due to memory limitations, and enables efficient compression of certain types of images.

scRGB Wide color gamut RGB color space

scRGB is a wide color gamut RGB color space created by Microsoft and HP that uses the same color primaries and white/black points as the sRGB color space but allows coordinates below zero and greater than one. The full range is −0.5 through just less than +7.5.

<span class="mw-page-title-main">Progressive Graphics File</span> File format

PGF is a wavelet-based bitmapped image format that employs lossless and lossy data compression. PGF was created to improve upon and replace the JPEG format. It was developed at the same time as JPEG 2000 but with a focus on speed over compression ratio.

Median cut is an algorithm to sort data of an arbitrary number of dimensions into series of sets by recursively cutting each set of data at the median point along the longest dimension. Median cut is typically used for color quantization. For example, to reduce a 64k-colour image to 256 colours, median cut is used to find 256 colours that match the original data well.

<span class="mw-page-title-main">Point Cloud Library</span> Open-source algorithm library

The Point Cloud Library (PCL) is an open-source library of algorithms for point cloud processing tasks and 3D geometry processing, such as occur in three-dimensional computer vision. The library contains algorithms for filtering, feature estimation, surface reconstruction, 3D registration, model fitting, object recognition, and segmentation. Each module is implemented as a smaller library that can be compiled separately. PCL has its own data format for storing point clouds - PCD, but also allows datasets to be loaded and saved in many other formats. It is written in C++ and released under the BSD license.

Apple Video is a lossy video compression and decompression algorithm (codec) developed by Apple Inc. and first released as part of QuickTime 1.0 in 1991. The codec is also known as QuickTime Video, by its FourCC RPZA and the name Road Pizza. When used in the AVI container, the FourCC AZPR is also used.

References

  1. Meagher, Donald (October 1980). "Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer". Rensselaer Polytechnic Institute (Technical Report IPL-TR-80-111).
  2. Meagher, Donald. "High-speed image generation of complex solid objects using octree encoding". USPO. Retrieved 20 September 2012.
  3. David P. Luebke (2003). Level of Detail for 3D Graphics. Morgan Kaufmann. ISBN   978-1-55860-838-2.
  4. Elseberg, Jan, et al. "Comparison of nearest-neighbor-search strategies and implementations for efficient shape registration." Journal of Software Engineering for Robotics 3.1 (2012): 2-12.
  5. Akenine-Mo ̈ller, Tomas; Haines, Eric; Hoffman, Naty (2018-08-06). Real-Time Rendering, Fourth Edition. CRC Press. ISBN   978-1-351-81615-1.
  6. Henning Eberhardt, Vesa Klumpp, Uwe D. Hanebeck, Density Trees for Efficient Nonlinear State Estimation, Proceedings of the 13th International Conference on Information Fusion, Edinburgh, United Kingdom, July, 2010.
  7. V. Drevelle, L. Jaulin and B. Zerr, Guaranteed Characterization of the Explored Space of a Mobile Robot by using Subpavings, NOLCOS 2013.
  8. Bloomberg, Dan S. "Color quantization using octrees.", 4 September 2008. Retrieved on 12 December 2014.