CSE 554 Lecture 2: Shape Analysis (Part I)

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Presentation transcript:

CSE 554 Lecture 2: Shape Analysis (Part I) Fall 2016

Review Binary pictures Tresholding grayscale images Basic operations Connected component labeling Morphological operators

Cerebral artery aneurysms Shape analysis Questions about shapes: Metrics: length? Width? orientation? What are the parts? How similar are two shapes? Microtubules on the cell surface Sperms of fruit flies Cerebral artery aneurysms Monkey skulls

Skeletons Geometry at the center of the object Compact, and capturing protruding shape parts Skeleton of 3D shapes: 1D curves and 2D surfaces Skeleton of 2D shapes: 1D curves

Applications Computer graphics and vision Bio-medical image analysis Optical character recognition (a) Shape retrieval (b) Animating articulated shapes (c) Bio-medical image analysis Vessel network analysis (d) Virtual colonoscopy (e) Protein modeling (f) (a) (b) (c) (d) (e) (f)

Medial Axes (MA) Interior points with multiple closest points on the boundary Object MA

Medial Axes (MA) Properties  Thin MA are curves (1D) in a 2D object, and surfaces (2D) in a 3D object. 2D MA 3D MA

Medial Axes (MA) Properties  Preserves object’s shape The object can be reconstructed from MA and its distances to the boundary

Medial Axes (MA) Properties  Preserves object’s topology 2D: # of connected components of object and background 3D: # of connected components of object and background, and # of tunnels A 2D shape with 1 object component and 2 background components A 3D shape with 5 tunnels

Medial Axes (MA) Properties  Not stable under boundary perturbation

Skeletons Approximation of medial axes Roughly corresponds to the stable parts of the medial axes No unique or precise definition (e.g., application dependent)

Computing Skeletons A classical method: thinning What we will cover: Relatively simple to implement Can create curve skeletons in 2D and curve or surface skeletons in 3D What we will cover: Thinning on binary pictures (this lecture) Thinning on cell complexes (next lecture)

Medial Axes (MA) Grassfire analogy: Let the object represent a field of grass. A fire starts at the field boundary, and burns across the field at uniform speed. MA are where the fire fronts meet. Object MA

Medial Axes (MA) Grassfire analogy: Let the object represent a field of grass. A fire starts at the field boundary, and burns across the field at uniform speed. MA are where the fire fronts meet.

2D Thinning Iterative process that shrinks a binary picture to a skeleton Simulating the “grassfire burning” that defines MA Thinning on a binary picture

2D Thinning Shrink a binary picture by iterative erosion Thinning on a binary picture

2D Thinning Shrink a binary picture by iterative erosion Identify pixels where the (digital) fire fronts quench Thinning on a binary picture

2D Thinning Shrink a binary picture by iterative erosion Identify pixels where the (digital) fire fronts quench Two types of pixels Interior pixel End pixel

2D Thinning Border pixels (to be removed by erosion) Object pixel p is on the border if and only if p is connected to some background pixel 4 or 8 connectivity: erosion by a cross or a square b b b b b b b b b b b b b b b b b b b Border pixels for 4-connectivity Border pixels for 8-connectivity

2D Thinning Curve-end pixels Object pixels lying at the ends of curves, whose removal would shrink the skeleton (and hence losing shape information). c Curve-end pixel

2D Thinning Curve-end pixels criteria Object pixel c is a curve-end pixel if and only if c is connected to exactly one object pixel. c Curve-end pixel and its connected pixel

2D Thinning Simple pixels Object pixels whose removal from the object does not change topology (i.e., # of components of object and background) Simple! 1 2 4 1 2 3 O:1 B:1 O:2 B:1 4 O:1 B:1 (using 8-connectivity for object, 4-connectivity for background) 3 O:1 B:2 O:1 B:1

2D Thinning Simple pixels criteria Object pixel p is simple if and only if setting p to background does not change the # of components of either the object or background in the 3x3 neighborhood of p. Simple! 1 1 2 2 1 2 3 4 (using 8-connectivity for object, 4-connectivity for background) O:1 B:1 O:1 B:1 O:1 B:2 O:2 B:1 3 3 4 4 O:1 B:2 O:1 B:3 O:1 B:1 O:1 B:1

2D Thinning Simple pixels criteria Object pixel p is simple if and only if setting p to background does not change the # of components of either the object or background in the 3x3 neighborhood of p. s s s s s s s s All simple pixels

2D Thinning Putting together: Removable pixels Border pixels that are simple and not curve-end b s c Border pixels Simple pixels Curve-end pixels (8-conn for object) Removal pixels

2D Thinning Algorithm (attempt) 1 Simultaneous removal of all removable points (“Parallel thinning”) // Parallel thinning on a binary image I Repeat: Collect all removable pixels as S If S is empty, Break. Set all pixels in S to be background in I Output I

2D Thinning Algorithm (attempt) 1 Simultaneous removal of all removable points (“Parallel thinning”)

2D Thinning Why does parallel thinning breaks topology? Simple pixels, when removed together, may change topology s s s s s s s s

2D Thinning Algorithm 2 Sequentially visit each removable pixel and check its simple-ness before removing the pixel. (“Serial Thinning”) // Serial thinning on a binary image I Repeat: Collect all border pixels as S If S is empty, Break. Repeat for each pixel x in S (in certain order): If x is currently simple and not curve-end, set x to be background in I Output I

2D Thinning Algorithm 2 Sequentially visit each removable pixel and check its simple-ness before removing the pixel. (“Serial Thinning”) Serial thinning

2D Thinning Algorithm 2 Sequentially visit each removable pixel and check its simple-ness before removing the pixel. (“Serial Thinning”) Result is affected by the visiting “sequence” Serial thinning with two different visiting sequences of removable pixels

3D Thinning Identifying removable voxels Border voxels Simple voxels Similar to 2D: object voxels connected to at least one background voxel Simple voxels Harder to characterize than 2D: Maintaining # of connected components is not sufficient (need to consider # of tunnels too) Curve-end and surface-end voxels Curve-end criteria same as in 2D Surface-end criteria are much harder to describe (e.g., requires a table look-up) x Setting voxel x to background creates a “tunnel” in the object (using 26-conn for object)

3D Thinning Two kinds of skeletons Curve skeletons: only curve-end voxels are preserved during thinning Surface skeletons: both curve-end and surface-end voxels are preserved (see further readings) Object Curve skeleton Surface skeleton Method of [Palagyi and Kuba, 1999]

Skeleton Pruning Thinning is sensitive to boundary noise Due to the instability of medial axes Skeleton pruning During thinning E.g., using more selective criteria for end pixels (voxels) After thinning E.g., based on branch length See Further Readings Object with boundary noise Resulting skeleton

Further Readings on: Binary Pictures, MA and Thinning Books “Digital Geometry: geometric methods for digital picture analysis”, by Klette and Rosenfeld (2004) “Medial representations: mathematics, algorithms and applications”, by Siddiqi and Pizer (2008) Papers “Digital topology: introduction and survey”, by Kong and Rosenfeld (1989) Theories of binary pictures “Thinning methodologies - a comprehensive survey”, by Lam et al. (1992) A survey of 2D methods “A Parallel 3D 12-Subiteration Thinning Algorithm”, by Palagyi and Kuba (1999) Includes a good survey of 3D thinning methods “Pruning medial axes”, by Shaked and Bruckstein (1998) A survey of MA and skeleton pruning methods