分离和表征三维数据集中离散对象的新分水岭方法

Richard A. Ketcham
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引用次数: 0

摘要

本文介绍了用于进行和改进流域分析的新算法,其实现的特定目标是提高测量矿物颗粒形状的能力,以便随后通过质谱分析。这种应用要求在分离所有触摸颗粒和保持其形状方面具有高度的准确性和保真度。这些算法的设计是为了利用基于向量的编程环境。欧几里得距离变换的一种新实现利用了这样一个事实,即从任何相邻体素对到最近边界的距离必须在彼此的一个体素内。然而,在实践中,该算法的性能优于平滑近似距离变换,该变换计算速度更快,并且产生的不规则分水岭边界较少。提出了一种基于降雨的单遍分水岭算法,该算法与分割体素的数量呈线性关系,不需要优先级队列。与基于流域填充方法的基于标记的流域算法不同,即使使用标记算法,降雨方法也能在距离图中找到与所有局部最大值相关的流域。流域后平滑算法改进了流域边界,消除了小的伪流域。一遍分水岭和后分水岭平滑算法的运行时间优于或可与其他环境中实现的流域填充分水岭算法相媲美,并且在放置分水岭边界的同时提供了有效分离触摸物体的出色能力,从而最大限度地保留了粒子形状的细节。进一步的时间改进可能来自于在允许显式多线程的基于矢量的环境中实现它们。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
New watershed methods for isolating and characterizing discrete objects in 3D data sets
This paper introduces new algorithms for conducting and improving watershed analysis, implemented with the particular goal of improving the ability to measure the shapes of mineral grains to be subsequently be analyzed by mass spectrometry. This application requires a high degree of accuracy and fidelity in terms of both separating all touching grains and preserving their shapes. The algorithms are designed to take advantage of a vector-based programming environment. A new implementation of the Euclidean distance transform utilizes the fact that the distance from any adjacent pair of voxels to the nearest boundary must be within one voxel of each other. In practice, however, this algorithm is outperformed by a smoothed approximate distance transform that is faster to compute and results in less irregular watershed boundaries. A one-pass rainfall-based watershed algorithm is introduced that runs in linear time with the number of segmented voxels, and requires no priority queue. Unlike marker-based watershed algorithms based on the basin-filling approach, the rainfall approach finds watersheds associated with all local maxima in the distance map, even if a marking algorithm is used. A post-watershed smoothing algorithm improves watershed boundaries and eliminates small spurious watersheds. The one-pass watershed and post-watershed smoothing algorithms run in times superior or comparable to basin-fill watershed algorithms implemented in other environments, and offers excellent ability to separate touching objects efficiently while placing watershed boundaries that maximize the preservation of details of particle shape. Further time improvement could come from implementing them in a vector-based environment that allows explicit multi-threading.
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