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The representation and manipulation of three dimensional objects are important topic in the fields of computer graphics, pattern recognition, medical imaging and robotics. Hierarchical data structures such as quadtree and octree are efficient ways to store the spatial information because they provide a compact data structure and allow rapid data access to occupancy informa- tion. The linear quadtree and linear octree are hierarchical pointerless representation which store object elements as sorted codes. In this thesis, we propose a new method to reconstruct the linear octree from its edge view projections. An improved algorithm for displaying linear octree is also presented. In generally, volume intersection is the underlying paradigm wherein the objects are reconstructed by intersecting the vol- umes generated by sweeping the silhouette along the respective view direction. On the basis of the property of edge view pro- jction and active border, we traverse the silhouette represented by linear quadtree to obtain base nodes and a hash table is de- vised to store these base nodes. Then we perform a tree traversal from target tree and determine if the projections of its nodes overlap any black nodes of the silhouette stored in the hash table, and colors they are appropriate. In such a way, we find a linear time algorithm for constructing linear octree from its edge view projections. Projecting octrees to display three dimensional objects is the converse problem of construction octrees from projection images. Basically, it determines the efficiency of displaying linear octree that how to find visible faces of black octant, number of nodes traversed and time spent to scan conversion. We propose an efficient algorithm based on traversing linear octrees in a front-to-back order determined by a given direc- tion, and the visible faces are decided by using active border. We also show that the algorithm is a linear time algorithm.
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