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A linear-time algorithm to compute the triangular hull of a digital object.(English)Zbl 1370.68303

Summary: A linear-time algorithm for determining the triangular hull of a digital object that is digitized with a uniform triangular-grid scan, is presented in this paper. A triangular hull consists of a sequence of edges on the underlying triangular grid \(\mathbb{T}\) consisting of three sets of parallel grid lines that are inclined at \(0^\circ\), \(60^\circ\), and \(120^\circ\) w.r.t. the \(x\)-axis. The proposed algorithm determines the triangular hull of a given object on the basis of certain geometrical properties of the edge-sequence observed along its boundary. The approach is purely combinatorial in nature as opposed to other conventional algorithms used for computing the convex hull such as those based on divide-and-conquer or line-sweep. The running time of the algorithm is linear on the number of pixels on the perimeter of the object. Also, by using a more sparse grid, i.e., by increasing the grid unit, the number of perimeter-pixels, and in turn, the running time of the algorithm can be reduced proportionately. The algorithm is tested extensively on several test cases and experimental results and analysis are presented.

MSC:

68U05 Computer graphics; computational geometry (digital and algorithmic aspects)
68U10 Computing methodologies for image processing

Software:

Qhull

Cite

References:

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This reference list is based on information provided by the publisher or from digital mathematics libraries. Its items are heuristically matched to zbMATH identifiers and may contain data conversion errors. In some cases that data have been complemented/enhanced by data from zbMATH Open. This attempts to reflect the references listed in the original paper as accurately as possible without claiming completeness or a perfect matching.
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