<p>The paper presents a combinatorial algorithm to find the straight skeleton of the inner isothetic cover of a digital object imposed on a uniform background grid. The isothetic polygon (orthogonal polygon) tightly inscribes the given digital object. The algorithm stated here finds the straight skeleton of any isothetic polygon (simple or non-simple) in <InlineEquation ID="IEq1"> <InlineMediaObject> <ImageObject Color="BlackWhite" FileRef="11042_2025_20856_Article_IEq1.gif" Format="GIF" Height="24" Rendition="HTML" Resolution="72" Type="Linedraw" Width="84" /> </InlineMediaObject> <EquationSource Format="TEX">\(\varvec{O(\frac{n}{g} \log \frac{n}{g}})\)</EquationSource> <EquationSource Format="MATHML"><math> <mrow> <mrow> <mi mathvariant="bold-italic">O</mi> <mo mathvariant="bold" stretchy="false">(</mo> <mfrac> <mi mathvariant="bold-italic">n</mi> <mi mathvariant="bold-italic">g</mi> </mfrac> <mo mathvariant="bold">log</mo> <mfrac> <mi mathvariant="bold-italic">n</mi> <mi mathvariant="bold-italic">g</mi> </mfrac> </mrow> <mo stretchy="false">)</mo> </mrow> </math></EquationSource> </InlineEquation> time in a single traversal by applying combinatorial rules, where <i>n</i> is the number of pixels on the boundary of the digital object and <InlineEquation ID="IEq2"> <InlineMediaObject> <ImageObject Color="BlackWhite" FileRef="11042_2025_20856_Article_IEq2.gif" Format="GIF" Height="13" Rendition="HTML" Resolution="72" Type="Linedraw" Width="14" /> </InlineMediaObject> <EquationSource Format="TEX">\(\varvec{g}\)</EquationSource> <EquationSource Format="MATHML"><math> <mrow> <mi mathvariant="bold-italic">g</mi> </mrow> </math></EquationSource> </InlineEquation> is the grid size on which the digital object is imposed. To find the straight skeleton of non-simple orthogonal polygon, the polygon is divided into sub-parts which are a set of simple orthogonal polygons. The straight skeleton is generated for each of the sub-parts and the corresponding results are merged. The orthogonal polygon containing holes is cut at each holes and the polygon becomes hole-free. The algorithm to obtain the straight skeleton is applied on it. The disconnected hole parts are rejoined and the result is merged. The straight skeleton is useful shape descriptor of digital object. This algorithm stated here has applications in shape analysis.</p>

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

A combinatorial algorithm for finding straight skeleton of a digital object

  • Anukul Maity,
  • Mousumi Dutt,
  • Arindam Biswas

摘要

The paper presents a combinatorial algorithm to find the straight skeleton of the inner isothetic cover of a digital object imposed on a uniform background grid. The isothetic polygon (orthogonal polygon) tightly inscribes the given digital object. The algorithm stated here finds the straight skeleton of any isothetic polygon (simple or non-simple) in \(\varvec{O(\frac{n}{g} \log \frac{n}{g}})\) O ( n g log n g ) time in a single traversal by applying combinatorial rules, where n is the number of pixels on the boundary of the digital object and \(\varvec{g}\) g is the grid size on which the digital object is imposed. To find the straight skeleton of non-simple orthogonal polygon, the polygon is divided into sub-parts which are a set of simple orthogonal polygons. The straight skeleton is generated for each of the sub-parts and the corresponding results are merged. The orthogonal polygon containing holes is cut at each holes and the polygon becomes hole-free. The algorithm to obtain the straight skeleton is applied on it. The disconnected hole parts are rejoined and the result is merged. The straight skeleton is useful shape descriptor of digital object. This algorithm stated here has applications in shape analysis.