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127
Fast Sweeping Algorithms for a Class of Hamilton-Jacobi Equations
- SIAM Journal on Numerical Analysis
, 2003
"... We derive a Godunov-type numerical flux for the class of strictly convex, homogeneous Hamiltonians that includes H(p, q) = � ap 2 + bq 2 − 2cpq, c 2 < ab. We combine our Godunov numerical fluxes with simple Gauss-Seidel type iterations for solving the corresponding Hamilton-Jacobi Equations. The r ..."
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Cited by 72 (17 self)
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We derive a Godunov-type numerical flux for the class of strictly convex, homogeneous Hamiltonians that includes H(p, q) = � ap 2 + bq 2 − 2cpq, c 2 < ab. We combine our Godunov numerical fluxes with simple Gauss-Seidel type iterations for solving the corresponding Hamilton-Jacobi Equations. The resulting algorithm is fast since it does not require a sorting strategy as found, e.g., in the fast marching method. In addition, it provides a way to compute solutions to a class of HJ equations for which the conventional fast marching method is not applicable. Our experiments indicate convergence after a few iterations, even in rather difficult cases. 1
Greedy optimal homotopy and homology generators
- Proc. 16th Ann. ACM-SIAM Symp. Discrete Algorithms
, 2005
"... Abstract We describe simple greedy algorithms to construct the shortest set of loops that generates either the fundamental group (with a given basepoint) or the first homology group (over any fixed coefficient field) of any oriented 2-manifold. In particular, we show that the shortest set of loops t ..."
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Cited by 60 (12 self)
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Abstract We describe simple greedy algorithms to construct the shortest set of loops that generates either the fundamental group (with a given basepoint) or the first homology group (over any fixed coefficient field) of any oriented 2-manifold. In particular, we show that the shortest set of loops that generate the fundamental group of any oriented combinatorial 2-manifold, with any given basepoint, can be constructed in O(n log n) time using a straightforward application of Dijkstra's shortest path algorithm. This solves an open problem of Colin de Verdi`ere and Lazarus.
Cut-and-Paste Editing of Multiresolution Surfaces
, 2002
"... Cutting and pasting to combine different elements into a common structure are widely used operations that have been successfully adapted to many media types. Surface design could also benefit from the availability of a general, robust, and efficient cut-andpaste tool, especially during the initial s ..."
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Cited by 57 (6 self)
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Cutting and pasting to combine different elements into a common structure are widely used operations that have been successfully adapted to many media types. Surface design could also benefit from the availability of a general, robust, and efficient cut-andpaste tool, especially during the initial stages of design when a large space of alternatives needs to be explored. Techniques to support cut-and-paste operations for surfaces have been proposed in the past, but have been of limited usefulness due to constraints on the type of shapes supported and the lack of real-time interaction. In this paper, we describe a set of algorithms based on multiresolution subdivision surfaces that perform at interactive rates and enable intuitive cut-and-paste operations.
Fast extraction of minimal paths in 3D images and applications to virtual endoscopy
, 2001
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Optimal Algorithm for Shape from Shading and Path Planning
, 2001
"... An optimal algorithm for the reconstruction of a surface from its shading image is presented. The algorithm solves the 3D reconstruction from a single shading image problem. The shading image is treated as a penalty function and the height of the reconstructed surface is a weighted distance. A cons ..."
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Cited by 52 (2 self)
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An optimal algorithm for the reconstruction of a surface from its shading image is presented. The algorithm solves the 3D reconstruction from a single shading image problem. The shading image is treated as a penalty function and the height of the reconstructed surface is a weighted distance. A consistent numerical scheme based on Sethian’s fast marching method is used to compute the reconstructed surface. The surface is a viscosity solution of an Eikonal equation for the vertical light source case. For the oblique light source case, the reconstructed surface is the viscosity solution to a different partial differential equation. A modification of the fast marching method yields a numerically consistent, computationally optimal, and practically fast algorithm for the classical shape from shading problem. Next, the fast marching method coupled with a back tracking via gradient descent along the reconstructed surface is shown to solve the path planning problem in robot navigation.
Fast exact and approximate geodesics on meshes
- ACM Trans. Graph
, 2005
"... The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of th ..."
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Cited by 45 (0 self)
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The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of the exact “single source, all destination ” algorithm presented by Mitchell, Mount, and Papadimitriou (MMP). We show that the algorithm runs much faster in practice than suggested by worst case analysis. Next, we extend the algorithm with a merging operation to obtain computationally efficient and accurate approximations with bounded error. Finally, to compute the shortest path between two given points, we use a lower-bound property of our approximate geodesic algorithm to efficiently prune the frontier of the MMP algorithm, thereby obtaining an exact solution even more quickly.
Fast Sweeping Methods For Static Hamilton-Jacobi Equations
- SIAM Numerical Analysis
, 2003
"... We propose a new sweeping algorithm which discretizes the Legendre transform of the numerical Hamiltonian using an explicit formula. This formula yields the numerical solution at a grid point using only its immediate neighboring grid values and is easy to implement numerically. The minimization that ..."
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Cited by 34 (3 self)
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We propose a new sweeping algorithm which discretizes the Legendre transform of the numerical Hamiltonian using an explicit formula. This formula yields the numerical solution at a grid point using only its immediate neighboring grid values and is easy to implement numerically. The minimization that is related to the Legendre transform in our sweeping scheme can either be solved analytically or numerically. We illustrate the efficiency and accuracy approach with several numerical examples in 2D and 3D. 1.
3D distance fields: A survey of techniques and applications
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 2006
"... A distance field is a representation where, at each point within the field, we know the distance from that point to the closest point on any object within the domain. In addition to distance, other properties may be derived from the distance field, such as the direction to the surface, and when the ..."
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Cited by 33 (1 self)
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A distance field is a representation where, at each point within the field, we know the distance from that point to the closest point on any object within the domain. In addition to distance, other properties may be derived from the distance field, such as the direction to the surface, and when the distance field is signed, we may also determine if the point is internal or external to objects within the domain. The distance field has been found to be a useful construction within the areas of computer vision, physics, and computer graphics. This paper serves as an exposition of methods for the production of distance fields, and a review of alternative representations and applications of distance fields. In the course of this paper, we present various methods from all three of the above areas, and we answer pertinent questions such as How accurate are these methods compared to each other? How simple are they to implement?, and What is the complexity and runtime of such methods?
O(N) Implementation of the Fast Marching Algorithm
- Journal of Computational Physics
, 2005
"... In this note we present an implementation of the fast marching algorithm for solving Eikonal equations that reduces the original run-time from O(N log N) to linear. This lower run-time cost is obtained while keeping an error bound of the same order of magnitude as the original algorithm. This improv ..."
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Cited by 32 (9 self)
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In this note we present an implementation of the fast marching algorithm for solving Eikonal equations that reduces the original run-time from O(N log N) to linear. This lower run-time cost is obtained while keeping an error bound of the same order of magnitude as the original algorithm. This improvement is achieved introducing the straight forward untidy priority queue, obtained via a quantization of the priorities in the marching computation. We present the underlying framework, estimations on the error, and examples showing the usefulness of the proposed approach. Key words: Fast marching, Hamilton-Jacobi and Eikonal equations, distance functions, bucket sort, untidy priority queue.
Shape reconstruction from 3D and 2D data using PDE-based deformable surfaces
- In European Conference on Computer Vision
, 2004
"... Abstract. In this paper, we propose a new PDE-based methodology for deformable surfaces that is capable of automatically evolving its shape to capture the geometric boundary of the data and simultaneously discover its underlying topological structure. Our model can handle multiple types of data (suc ..."
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Cited by 31 (2 self)
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Abstract. In this paper, we propose a new PDE-based methodology for deformable surfaces that is capable of automatically evolving its shape to capture the geometric boundary of the data and simultaneously discover its underlying topological structure. Our model can handle multiple types of data (such as volumetric data, 3D point clouds and 2D image data), using a common mathematical framework. The deformation behavior of the model is governed by partial differential equations (e.g. the weighted minimal surface flow). Unlike the level-set approach, our model always has an explicit representation of geometry and topology. The regularity of the model and the stability of the numerical integration process are ensured by a powerful Laplacian tangential smoothing operator. By allowing local adaptive refinement of the mesh, the model can accurately represent sharp features. We have applied our model for shape reconstruction from volumetric data, unorganized 3D point clouds and multiple view images. The versatility and robustness of our model allow its application to the challenging problem of multiple view reconstruction. Our approach is unique in its combination of simultaneous use of a high number of arbitrary camera views with an explicit mesh that is intuitive and easy-to-interact-with. Our model-based approach automatically selects the best views for reconstruction, allows for visibility checking and progressive refinement of the model as more images become available. The results of our extensive experiments on synthetic and real data demonstrate robustness, high reconstruction accuracy and visual quality. 1

