The Digital Topology of Sets of Convex Voxels
β Scribed by Punam K. Saha; Azriel Rosenfeld
- Publisher
- Elsevier Science
- Year
- 2000
- Tongue
- English
- Weight
- 101 KB
- Volume
- 62
- Category
- Article
- ISSN
- 1524-0703
No coin nor oath required. For personal study only.
β¦ Synopsis
Classical digital geometry deals with sets of cubical voxels (or square pixels) that can share faces, edges, or vertices, but basic parts of digital geometry can be generalized to sets S of convex voxels (or pixels) that can have arbitrary intersections. In particular, it can be shown that if each voxel P of S has only finitely many neighbors (voxels of S that intersect P), and if any nonempty intersection of neighbors of P intersects P, then the neighborhood N (P) of every voxel P is simply connected and without cavities, and if the topology of N (P) does not change when P is deleted (i.e., P is a "simple" voxel), then deletion of P does not change the topology of S.
π SIMILAR VOLUMES
It is shown that for each convex body A/R n there exists a naturally defined family G A /C(S n&1 ) such that for every g # G A , and every convex function f : R Γ R the mapping y [ S n&1 f ( g(x)&( y, x)) d\_(x) has a minimizer which belongs to A. As an application, approximation of convex bodies by
We show that in any family \(F\) of \(n \geqslant 5\) convex sets in the plane with pairwise disjoint relative interiors, there are two sets \(A\) and \(B\) such that every line that separates them, separates either \(A\) or \(B\) from at least \((n+28) / 30\) sets in \(F\).
Representation of real regions by corresponding digital pictures causes an inherent loss of information. There are infinitely many different real regions with an identical corresponding digital picture. So, there are limitations in the reconstruction of the originals and their properties from digita
## Abstract The purpose of this article is to present an algorithm for globally maximizing the ratio of two convex functions __f__ and __g__ over a convex set __X__. To our knowledge, this is the first algorithm to be proposed for globally solving this problem. The algorithm uses a branch and bound