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Possible error detection and correction methods in 3D

The error detection and correction methods of chapters 3 and 5 are summarized as in table [*]. Actually, other algorithms combining the methods of both chapters could also be designed. One could detect corners of the Voronoi polygons in a signed EDT, and then use neighborhoods from table [*] to propagate them further. Alternatively, one could detect non propagating pixels in a signed version of PSN, and then compute the corner of the continuous VP.

 
Table 6.1: The error detection and correction phases of the algorithms of chapter 3 and 5.
  Chapter 3 Chapter 5
Detection non-propagating pixels Corners of the digital
  in the PSN algorithm Voronoi Polygons.
Correction use of neighborhoods explicit computation
  of increasing sizes of the true VP corner
 

Unfortunately, not all of these methods can be extended to 3 dimensions. For instance, there can be errors in the 3D EDT while none of the neighboring voxels fails to propagate, as illustrated at figure [*] where there is an error in p while both r1 and r2 propagate. Hence, the detection method of chapter 3 cannot be used.

  
Figure 6.2: Why PMN's detection criterion does not work in 3D: p(0,0,0) is closer to q(4,4,8) than to s1(8,0,6), s2(0,8,6) and s3(0,0,10). Still, pixels r1(3,3,7) and $r_2(3,3,8) \in VP(q) \bigcap N(p)$ propagate.
\begin{figure}\centerline{\epsfxsize=6cm \epsfbox{figures/chapter2/3d.eps}}
\end{figure}

Similarly, computing the exact corner of the continuous VP from the 3 direct neighbors in the propagation direction does not necessary provide a finite volume. It makes the error correction method of chapter 5 impractical.
On the other hand, the corner detection of chapter 5 and the multiple neighborhoods correction of chapter 3 can be extended to 3D. For corner detection, one should be aware that there are two types of corners. Either the three neighbors in the propagation direction belong to different tiles of the Voronoi diagram than the current voxel. We call this a 3-corner. Either only two neighbors out of three belong to different tiles. We call this a 2-corner. As illustrated at figure [*], considering 2-corner such as r2 is a needed to detect errors such as that in p.
Similarly to chapter 3, one can compute the limits for which a neighborhood of a given size guarantees that no error occurs in the Euclidean DT. These limits are found in table [*]. The middle column gives the error for which the distance is the smallest. The right column contains the voxel closest to the error and that belongs to the same tile of the Voronoi diagram.

 
Table 6.2: Errors closest to (0,0,0) for a number of $N \times N
\times N$ neighborhoods.
Neighborhood Smallest error Non-propagating pixel
  (dpx,dpy,dpz) distE (dpx,dpy,dpz) distE
$3 \times 3 \times 3$ (6,3,2) 49 (4,2,2) 24
$5 \times 5 \times 5$ (12,4,3) 169 (9,2,3) 94
$7 \times 7 \times 7$ (24,5,5) 626 (20,4,4) 432
$9 \times 9 \times 9$ (24,9,4) 673 (19,7,3) 419
$11 \times 11 \times 11$ (37,11,5) 1515 (31,9,4) 1058
$13 \times 13
\times 13$ (45,12,5) 2194 (38,10,4) 1560
$15 \times 15 \times 15$ (52,12,5) 2873 (44,10,4) 2052
$17 \times 17 \times 17$ (60,12,5) 3769 (51,10,4) 2717
 


next up previous contents
Next: Limitations to the 3D Up: Euclidean DT in 3 Previous: Extending the approximate EDT
Olivier Cuisenaire
1999-10-05