Scanline fill algorithm using odd/parity rule - algorithm

The question is this:
Number the rows and columns in the following figure (outside the figure). Use these row column numbers to show how the scanline stack region filling algorithm would fill in this figure, starting at the pixel indicated. Show the contents of the stack at each phase of the algorithm and show the location in the figure of the pixels on the stack.
Since row 0 is already filled moving to
row 1, it's fairly simple that party turns odd at (0,1) and fills until it turns even again at (12,1)
row 2. (0,2) triggers parity odd so it fills the next 2 pixels. at (3,2), I'm confused between the rule "vertices on horizontal line does not count" vs "count vertex if it's Ymin of that". How do I proceed at this part? and how will the rest of pixel should be treated? All the examples I could find concerning those two rules involves polygons with pointy vertices, not like the one I uploaded.

Related

Find the rectangle with the maximum area, containing a specific point in an occupancy grid

Problem
Given an occupancy grid, for example:
...................*
*...............*...
*..*.............*..
...........*........
....................
..*.......X.........
............*.*.*...
....*..........*....
...*........*.......
..............*.....
Where, * represents an occupied block, . represents a free block and X represents a point (or block) of interest, what is the most time-efficient algorithm to find the largest rectangle which includes X, but does not include any obstacles, i.e. any *?
For example, the solution to the provided grid would be:
.....######........*
*....######.....*...
*..*.######......*..
.....######*........
.....######.........
..*..#####X.........
.....######.*.*.*...
....*######....*....
...*.######.*.......
.....######...*.....
My Thoughts
Given we have a known starting point X, I can't help but think there must be a straightforwards solution to "snap" lines to the outer boundaries to create the largest rectangle.
My current thinking is to snap lines to the maximum position offsets (i.e. go to the next row or column until you encounter an obstacle) in a cyclic manner. E.g. you propagate a horizontal line from the point X down until there is a obstacle along that line, then you propagate a vertical line left until you encounter an obstacle, then a horizontal line up and a vertical line right. You repeat this starting at with one of the four moving lines to get four rectangles, and then you select the rectangle with the largest area. However, I do not know if this is optimal, nor the quickest approach.
This problem is a well-known one in Computational Geometry. A simplified version of this problem (without a query point) is briefly described here. The problem with query point can be formulated in the following way:
Let P be a set of n points in a fixed axis-parallel rectangle B in the plane. A P-empty rectangle (or just an empty rectangle for short) is any axis-parallel rectangle that is contained in
B and its interior does not contain any point of P. We consider the problem of preprocessing
P into a data structure so that, given a query point q, we can efficiently find the largest-area
P-empty rectangle containing q.
The paragraph above has been copied from this paper, where authors describe an algorithm and data structure for the set with N points in the plane, which allow to find a maximal empty rectangle for any query point in O(log^4(N)) time. Sorry to say, it's a theoretic paper, which doesn't contain any algorithm implementation details.
A possible approach could be to somehow (implicitly) rule out irrelevant occupied cells: those that are in the "shadow" of others with respect to the starting point:
0 1 X
01234567890123456789 →
0....................
1....................
2...*................
3...........*........
4....................
5..*.......X.........
6............*.......
7....*...............
8....................
9....................
↓ Y
Looking at this picture, you could state that
there are only 3 relevant xmin values for the rectangle: [3,4,5], each having an associated ymin and ymax, respectively [(3,6),(0,6),(0,9)]
there are only 3 relevant xmax values for the rectangle: [10,11,19], each having an associated ymin and ymax, respectively [(0,9),(4,9),(4,5)]
So the problem can be reduced to finding the rectangle with the highest area out of the 3x3 set of unique combinations of xmin and xmax values
If you take into account the preparation part of selecting relevant occupied cells, this has the complexity of O(occ_count), not taking into sorting if this would still be needed and with occ_count being the number of occupied cells.
Finding the best solution (in this case 3x3 combinations) would be O(min(C,R,occ_count)²). The min(C,R) includes that you could choose the 'transpose' the approach in case R<C, (which is actually true in this example) and that that the number of relevant xmins and xmaxs have the number of occupied cells as an upper limit.

minimum number of rectangular regions to fill a grid

Suppose we have a grid and we want to paint rectangular regions on it using the smallest number of colors possible, one for each region.
There are some cells that are already painted black and cannot be painted over:
Is there a polynomial algorithm to solve this problem?
After testing, I found out that the solution for this case is 9 (because we need 9 different colors to paint the minimum number of regions to fill the whole grid):
The greedy approach seems to work well: just search for the rectangle with biggest (white) area and paint it, repeating this until there's nothing else to be painted, but I didn't measure the complexity or the correctness.
Here are a few observations that can simplify this problem in specific cases. First of all, adjacent identical rows and columns can be reduced to one row or column without changing the required number of regions, to form a simplified grid:
A simplified grid where no row or column is divided into more than two uncoloured parts (i.e. has two or more seperate black cells), has an optimal solution which can be found by using the rows or columns as regions (depending on whether the width or height of the grid is greater):
The number of regions is then minimum(width, height) + number of black cells.
If a border row or column in a simplified grid contains no black cells, then using it as a region is always the optimal solution; adding some parts of it to other regions would require at least one additional region to be made in the border row or column (depending on the number of black cells in the adjacent row or column):
This means that the grid can be further simplified by removing border rows and columns with no black cells, and adding the number of removed regions to the region count:
Similarly, if one or more border cells are isolated by a black cell in the adjacent row or column, all the connected uncoloured neighbouring cells can be regarded as one region:
At each point you can go back to previous rules; e.g. after the right- and left-most columns have been turned into regions in the example above, we are left with the grid below, which can be simplified with the first rule, because the bottom two rows are identical:
Collapsing identical adjacent rows or columns can also be applied locally to isolated parts of the grid. The example below has no identical adjacent rows, but the center part is isolated, so there rows 3 to 6 can be collapsed:
And on the left row 3 and 4 can be collapsed locally, and on the right rows 5 and 6, so we end up with the situation in the third image above. These collapsed cells then act as one.
Once you can't find any further simplifications using the rules above, and you want to check every possible division of (part of) a grid, a first step could be to list the maximum rectangle sizes that can be made with the corresponding cell as their top left corner; for the simplified 6x7 grid in the first example above that would be:
COL.1 COL.2 COL.3 COL.4 COL.5 COL.6
ROW 1 [6x1, 3x3, 1x7] [5x1, 2x3] [4x1, 1x7] [3x1] [2x5] [1x7]
ROW 2 [3x2, 1x6] [2x2] [1x6] [] [2x4] [1x6]
ROW 3 [6x1, 1x5] [5x1] [4x3, 2x5] [3x3, 1x5] [2x3] [1x5]
ROW 4 [1x4] [] [4x2, 2x4] [3x2, 1x4] [2x2] [1x4]
ROW 5 [6x1, 4x3] [5x1, 3x3] [4x1, 2x3] [3x1, 1x3] [2x1] [1x3]
ROW 6 [4x2] [3x2] [2x2] [1x2] [] [1x2]
ROW 7 [6x1] [5x1] [4x1] [3x1] [2x1] [1x1]
You can then use these maximum sizes to generate every option for each cell; e.g. for cell (1,1) they would be:
6x1, 5x1, 4x1, 3x3, 3x2, 3x1, 2x3, 2x2, 2x1, 1x7, 1x6, 1x5, 1x4, 1x3, 1x2, 1x1
(Some rectangle sizes in the list can be skipped; e.g. it never makes sense to use the 3x1-sized region without adding the fourth isolated cell to get 4x1.)
After choosing an option, you would skip the cells which are covered by the rectangle you've chosen and try each option for the next cell, and so on...
Running this on large grids will lead to huge numbers op options. However, at each point you can go back to checking whether the simplification rules can help.
To see that a greedy algorithm, which selects the largest rectangles first, cannot guarantee an optimal solution, consider the example below. Selecting the 2x2 square in the middle would lead to a solution with 5 regions, while several solutions with only 4 regions exist.

Contour of a run-length-coded digital shape

A digital shape is a set of connected pixels in a binary image (a blob).
It can be compactly represented by run-length coding, i.e. grouping the pixels in horizontal line segments and storing the starting endpoint coordinates and the lengths. Usually, the RLC representation stores the runs in raster order, i.e. row by row and let to right.
For smooth shapes, the storage requirement drops from O(N²) to O(N).
The outline of a shape is a closed chain of pixels which restores the shape when its interior is filled (by a flood filling algorithm). It is also an O(N) representation. Wen the shape is available as a bitmap, the outline can be obtained by a contouring algorithm.
I am looking for an algorithm that directly computes the outline of a shape given its RLC representation, without drawing it in an intermediate bitmap. The algorithm is expected to run in time linear in the number of runs.
Have you come across a solution ?
A pixel is a boundary pixel if it is filled but adjacent to a pixel that is not filled. Given a per-row RLE encoding of the filled pixels, we can operate on three adjacent rows to compute a RLE version of the boundary pixels, then decode it.
Basically, we have a sweep line algorithm. With three rows like
*********** ****
************************
**** ******
we get event points (^) from the RLE:
*********** ****
************************
**** ******
^ ^^ ^ ^ ^ ^^ ^
The first thing to do is to designate middle filled pixels that have empty pixels above or below as boundary. (If you need guidance, the algorithms for set difference on a list of intervals are very similar.)
*********** ****
BBB***BBBBBBBBBBB***BBBB
**** ******
Then, for the intervals that are filled but not known to be boundaries, check whether left endpoint has space to the left and whether the right endpoint has space to the right. If so (respectively), they're boundaries.
Note: This answer assumes that "non-outline" means "surrounded by 4 neighbours", so the result will be slightly different to your example (1 pixel green instead of blue).
All outline pixels are pixels where not all of the 4 "neighbour pixels" (left, right, above, below of the pixel) are set.
When decoding the RLC from top to bottom, you can get the outline pixels with the following pseudo code algorithm:
For the first line
All decoded pixels are outline pixels
For the subsequent lines
Leftmost and rightmost pixels of each RLC run are outline pixels
All other pixels are outline pixels if:
The pixel above isn't set (case A)
The pixel below isn't set (case B)
Case A and B mean that you'll have to look at pixels above/below the current pixel, so the algorithm should actually be kind of pipelined/looking ahead one line, because case B will not be able to be detected until the next line was decoded.
EDIT: To sort the pixels in clockwise order afterwards, you can use the fact that your outline is a diagonally connected one-pixel-width line. Picking one of the pixels in the topmost line, you'll have two possible next pixels, follow the one that is right of, below or right and below the current pixel. After that, just follow the neighbour pixels that you haven't visited yet until there is no neighbour pixel. Example:
/----- First pixel you pick, A and B are neighbour candidates, A is the "correct" one
v
xAxxx
B x
x x xxx
x xxxxxx x
xx x
xxxxxxxxxxx
s0123 Result after following the neighbours (s = start, e = end),
e 4 numbers from 0-9 show order of traversal
1 5 234
0 678901 5
98 6
76543210987
Hint:
As said in other answers, emitting the list of the outline pixels can be implemented as a sweepline process, during which the 3x3 neighborhoods of the run endpoints are examined.
This procedure will emit the pixels in a scrambled way, as a sequence of direct and reverse arcs that need to be stored and reordered.
An alternative could be based on the idea of implementing the standard Moore Neighborhood algorithm that has the advantage to enumerate the outline pixels in the desired order.
This procedure requires to know the 8-neighborhood configuration around the current pixel, and the idea is to update this neighborhood on every move to another pixel: we maintain indexes to the run that contains the current pixel and to the two facing runs in the rows above and below.
On every move to another pixel, we need to update these three indexes, which will involve short sequential searches in the list of sorted runs. This can be seen as a pseudo-random access mechanism to pixels, taking into account that the successive accesses are strongly local and can be sort-of cached.
Update:
In the run-length-coded representation that I use, only the black runs are coded, as triples (X, Y, L). The runs are sorted by rows top to bottom, and then left to right in a row.
For convenience, we can switch to a "linear adressing" scheme, as if all image rows had been appended after each other, and every pixel is designated by a single number Z = X + Y.Nx (where Nx is the image width).
So we have a list of black runs, and the white runs are implicitly found between two consecutive black ones.
During processing, we can remember at all times the index of the run that starts immediately before or on the current pixel (R[I].Z <= Z < R[I+1].Z). We can tell the color of the pixel by checking if we are inside the run or between it and the next (Z < R[I].Z + R[I].L).
If we move one position to the left, Z decreases by 1 and we may have to select the previous run (I--).
If we move one position up, Z decreases by Nx and we may have to backtrack by several runs (I-- until R[I].Z <= Z again).
The picture shows the current pixel and its 4-neighbors, as well as the"influence zones" of the black runs.
We can handle all eight displacement directions similarly.
As we see, every move takes a number of operations at worse equal to the number of runs in a row, deemed to be a small value. Using this concept, we can traverse the RLC representation following an arbitrary path at a reasonable cost, without reconstructing the whole bitmap.
As the Moore Neighborhood algorithm takes time linear in the length of the outline, an implementation based on this linear run addressing will also take linear time (for a bounded number of runs per row).

How can I find hole in a 2D matrix?

I know the title seems kind of ambiguous and for this reason I've attached an image which will be helpful to understand the problem clearly. I need to find holes inside the white region. A hole is defined as one or many cells with value '0' inside the white region I mean it'll have to be fully enclosed by cell's with value '1' (e.g. here we can see three holes marked as 1, 2 and 3). I've come up with a pretty naive solution:
1. Search the whole matrix for cells with value '0'
2. Run a DFS(Flood-Fill) when such a cell (black one) is encountered and check whether we can touch the boundary of the main rectangular region
3. If we can touch boundary during DFS then it's not a hole and if we can't reach boundary then it'll be considered as a hole
Now, this solution works but I was wondering if there's any other efficient/fast solution for this problem.
Please let me know your thoughts. Thanks.
With floodfill, which you already have: run along the BORDER of your matrix and floodfill it, i.e.,
change all zeroes (black) to 2 (filled black) and ones to 3 (filled white); ignore 2 and 3's that come from an earlier floodfill.
For example with your matrix, you start from the upper left, and floodfill black a zone with area 11. Then you move right, and find a black cell that you just filled. Move right again and find a white area, very large (actually all the white in your matrix). Floodfill it. Then you move right again, another fresh black area that runs along the whole upper and right borders. Moving around, you now find two white cells that you filled earlier and skip them. And finally you find the black area along the bottom border.
Counting the number of colours you found and set might already supply the information on whethere there are holes in the matrix.
Otherwise, or to find where they are, scan the matrix: all areas you find that are still of color 0 are holes in the black. You might also have holes in the white.
Another method, sort of "arrested flood fill"
Run all around the border of the first matrix. Where you find "0", you set
to "2". Where you find "1", you set to "3".
Now run around the new inner border (those cells that touch the border you have just scanned).
Zero cells touching 2's become 2, 1 cells touching 3 become 3.
You will have to scan twice, once clockwise, once counterclockwise, checking the cells "outwards" and "before" the current cell. That is because you might find something like this:
22222222222333333
2AB11111111C
31
Cell A is actually 1. You examine its neighbours and you find 1 (but it's useless to check that since you haven't processed it yet, so you can't know if it's a 1 or should be a 3 - which is the case, by the way), 2 and 2. A 2 can't change a 1, so cell A remains 1. The same goes with cell B which is again a 1, and so on. When you arrive at cell C, you discover that it is a 1, and has a 3 neighbour, so it toggles to 3... but all the cells from A to C should now toggle.
The simplest, albeit not most efficient, way to deal with this is to scan the cells clockwise, which gives you the wrong answer (C and D are 1's, by the way)
22222222222333333
211111111DC333333
33
and then scan them again counterclockwise. Now when you arrive to cell C, it has a 3-neighbour and toggles to 3. Next you inspect cell D, whose previous-neighbour is C, which is now 3, so D toggles to 3 again. In the end you get the correct answer
22222222222333333
23333333333333333
33
and for each cell you examined two neighbours going clockwise, one going counterclockwise. Moreover, one of the neighbours is actually the cell you checked just before, so you can keep it in a ready variable and save one matrix access.
If you find that you scanned a whole border without even once toggling a single cell, you can halt the procedure. Checking this will cost you 2(W*H) operations, so it is only really worthwhile if there are lots of holes.
In at most W*H*2 steps, you should be done.
You might also want to check the Percolation Algorithm and try to adapt that one.
Make some sort of a "LinkedCells" class that will store cells that are linked with each other. Then check cells on-by-one in a from-left-to-right-from-top-to-bottom order, making the following check for each cell: if it's neighbouring cell is black - add this cell to that cell's group. Else you should create new group for this cell. You should only check for top and left neighbour.
UPD: Sorry, I forgot about merging groups: if both neighbouring cells are black and are from different groups - you should merege tha groups in one.
Your "LinkedCells" class should have a flag if it is connected to the edge. It is false by default and can be changed to true if you add edge cell to this group. In case of merging two groups you should set new flag as a || of previous flags.
In the end you will have a set of groups and each group having false connection flag will be "hole".
This algorithm will be O(x*y).
You can represent the grid as a graph with individual cells as vertexes and edges occurring between adjacent vertexes. Then you can use Breadth First Search or Depth First Search to start at each of the cells, on the sides. As you will only find the components connected to the sides, the black cells which have not been visited are the holes. You can use the search algorithm again to divide the holes into distinct components.
EDIT: Worst case complexity must be linear to the number of cells, otherwise, give some input to the algorithm, check which cells (as you're sublinear, there will be big unvisited spots) the algorithm hasn't looked into and put a hole in there. Now you've got an input for which the algorithm doesn't find one of the holes.
Your algorithm is globally Ok. It's just a matter of optimizing it by merging the flood fill exploration with the cell scanning. This will just minimize tests.
The general idea is to perform the flood fill exploration line by line while scanning the table. So you'll have multiple parallel flood fill that you have to keep track of.
The table is then processed row by row from top to bottom, and each row processed from right to left. The order is arbitrary, could be reverse if you prefer.
Let segments identify a sequence of consecutive cells with value 0 in a row. You only need the index of the first and last cell with value 0 to define a segment.
As you may guess a segment is also a flood fill in progress. So we'll add an identification number to the segments to distinguish between the different flood fills.
The nice thing of this algorithm is that you only need to keep track of segments and their identification number in row i and i-1. So that when you process row i, you have the list of segments found in the row i-1 and their associated identification number.
You then have to process segment connection in row i and row i-1. I'll explain below how this can be made efficient.
For now you have to consider three cases:
found a segment in row i not connected to a segment in row i-1. Assign it a new hole identification (incremented integer). If it's connected to the border of the table, make this number negative.
found a segment in row i-1 not connected to a segment in row i-1. You found the lowest segment of a hole. If it has a negative identification number it is connected to the border and you can ignore it. Otherwise, congratulation, you found a hole.
found a segment in row i connected to one or more segments in row i-1. Set the identification number of all these connected segments to the smallest identification number. See the following possible use case.
row i-1: 2 333 444 111
row i : **** *** ***
The segments in row i should all get the value 1 identifying the same flood fill.
Matching segments in rows i and row i-1 can be done efficiently by keeping them in order from left to right and comparing segments indexes.
Process segments by lowest start index first. Then check if it's connected to the segment with lowest start index of the other row. If no, process case 1 or 2. Otherwise continue identifying connected segments, keeping track of the smallest identification number. When no more connected segments is found, set the identification number of all connected segments found in row i to the smallest identification value.
Index comparison for connectivity test can by optimized by storing (first-1,last) as segment definition since segments may be connected by their corners. You then can directly compare indexes bare value and detect overlapping segments.
The rule to pick the smallest identification number ensures that you automatically get the negative number for connected segments and at least one connected to the border. It propagates to other segments and flood fills.
This is a nice exercise to program. You didn't specify the exact output you need. So this is also left as exercise.
The brute force algorithm as described here is as follow.
We now assume we can write in cells a value different from 0 or 1.
You need a flood fill functions receiving the coordinates of a cell to start from and an integer value to write into all connected cells holding the value 0.
Since you need to only consider holes (cells with value 0 surrounded by cells with value 1), you have to use two pass.
A first pass visit only cells touching the border. For every cell containing the value 0, you do a flood fill with the value -1. This tells you that this cell has a value different of 1 and has a connection to the border. After this scan, all cells with a value 0 belong to one or more holes.
To distinguish between different holes, you need the second scan. You then scan the remaining cells in the rectangle (1,1)x(n-2,n-2) you didn't scan yet. Whenever your scan hit a cell with value 0, you discovered a new hole. You then flood fill this hole with the integer of your choice to distinguish it from the others. After that you proceed with the scan until all cells have been visited.
When done, you may replace the values -1 with 0 because there shouldn't be any 0 left.
This algorithm works, but is not as efficient as the other algorithm I propose. Its advantage is that it's simple and doesn't need an extra data storage to hold the segments, hole identification and eventual segment chaining reference.

Method for combining tiled squares defined as points into vectors

If I tile squares, and the squares can be defined by their coordinates, how can I simplify shapes made of multiple squares into vectors that define each edge of the entire shape? Pseudo-code or general terms are fine.
The first thing I can think of is (probably not the most efficient way) :
1) Get the bounding box of your entire tiling - which is min(x), min(y) to max(x), max(y) for all x and y of your tiles
2) For every row, start with STATE==EMPTY, iterate over each column : STATE changes to FULL when you hit a square, and EMPTY when you find a hole. Every time STATE goes from EMPTY to FULL, save the left hand line segment of that square and every time STATE goes from FULL to EMPTY, save the right hand line segment of that square.
3) Repeat above in the Y axis
Now you have a set containing only the outermost line segments, you can combine those that are co-linear etc and get the overall shape.
This will work for non-convex shapes and also if you have holes in your tiling.

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