Method of centerline generation in virtual objects
First Claim
1. A computer-readable medium which includes thereon a set of instructions for generating a centerline in a virtual object represented as a plurality of voxels, wherein the set of instructions are configured to program a processing arrangement to perform the steps of:
- computing the distance from boundary (DFB) for each voxel in the virtual object;
selecting a seed point in the virtual object as the current voxel;
selecting a next point from a set of points having a distance from the current voxel determined by the distance from boundary value of the current voxel;
connecting the current voxel to the next point and assigning the next point as the new current voxel; and
repeating the steps of selecting a next point and connecting until the centerline for the object is complete, thereby generating a centerline for at least one of display and navigation within the virtual object;
wherein the set of points is the set of voxels on the surface of at least a portion of a sphere centered at the current voxel and having a radius equal to the DFB value of the current voxel, and wherein the next point has a DFB value that is higher than the DFB value of its neighbors.
2 Assignments
0 Petitions
Accused Products
Abstract
Methods for generating a centerline or skeleton structure within a 3D virtual object are provided. A first method defines a centerline based on distance from boundary values along points of the defined centerline. A second method uses a distance from boundary field to assign costs to voxels in the virtual object and defines a minimum cost spanning tree based on assigned costs. The centerline is defined along the minimum cost spanning tree. Branches along the centerline are identified and added to the centerline to define a skeleton.
-
Citations
8 Claims
-
1. A computer-readable medium which includes thereon a set of instructions for generating a centerline in a virtual object represented as a plurality of voxels, wherein the set of instructions are configured to program a processing arrangement to perform the steps of:
-
computing the distance from boundary (DFB) for each voxel in the virtual object; selecting a seed point in the virtual object as the current voxel; selecting a next point from a set of points having a distance from the current voxel determined by the distance from boundary value of the current voxel; connecting the current voxel to the next point and assigning the next point as the new current voxel; and repeating the steps of selecting a next point and connecting until the centerline for the object is complete, thereby generating a centerline for at least one of display and navigation within the virtual object; wherein the set of points is the set of voxels on the surface of at least a portion of a sphere centered at the current voxel and having a radius equal to the DFB value of the current voxel, and wherein the next point has a DFB value that is higher than the DFB value of its neighbors. - View Dependent Claims (2, 4, 5, 6)
-
-
3. A computer-readable medium which includes thereon a set of instructions for generating a centerline in a virtual object represented as a plurality of voxels, wherein the set of instructions are configured to program a processing arrangement to perform the steps of:
-
computing the distance from boundary (DFB) for each voxel in the virtual object; selecting a seed point in the virtual object as the current voxel; selecting a next point from a set of points having a distance from the current voxel determined by the distance from boundary value of the current voxel; connecting the current voxel to the next point and assigning the next point as the new current voxel; and repeating the steps of selecting a next point and connecting until the centerline for the object is complete, thereby generating a centerline for at least one of display and navigation within the virtual object, wherein the set of points is defined by the surface of a cube inscribed within the sphere.
-
-
7. A system for generating a centerline of a virtual object represented as a plurality of voxels, comprising:
-
a computer-readable medium which includes thereon a set of instructions, wherein the set of instructions are configured to program a processing arrangement to; compute the distance from boundary (DFB) for each voxel in the region; select a seed point in the region; compute a minimum cost spanning tree (MCST) rooted at the seed point for all voxels in the region; determine the furthest voxel with the longest piecewise accumulated distance along the edges of the MCST; and define the centerline as the path within the MCST between the seed voxel and the furthest voxel, thereby generating a centerline for at least one of display and navigation within the virtual object; wherein computing a minimum cost spanning tree includes assigning a cost value to voxels which is inversely proportional to the voxel'"'"'s DFB value; and wherein the centerline is determined from back-trace in an accumulated cost field using the local gradient descent.
-
-
8. Computer readable media programmed with instructions to direct a computer to generate a centerline of a virtual object comprising the steps:
-
computing the distance from boundary (DFB) for each voxel in the region; selecting a seed point in the region; computing a minimum cost spanning tree (MCST) rooted at the seed point for all voxels in the region; determining the furthest voxel with the longest piecewise accumulated distance along the edges of the MCST; and defining the centerline as the path within the MCST between the seed voxel and the furthest voxel, thereby generating a centerline for at least one of display and navigation within the virtual object; wherein the step of computing a minimum cost spanning tree includes assigning a cost value to voxels which is inversely proportional to the voxel'"'"'s DFB value; and
wherein the centerline path is determined from back-trace in an accumulated cost field using the local gradient descent.
-
Specification