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International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part BS. Istanbul 2004
according to the approximated volume intersection model
where the lighter the pixel, the smaller the angle.
43 Line Tracing
When computing a voxel's visibility we perform line tracing.
The voxel line is defined by the image projection center (X;, Y;
Z;) and either a voxel (Vy, V7) or-a pixel (i, k, -c). In our
case there is no information outside the defined voxel cube.
Since line tracing a time consuming process, we should define a
sensible geometric limitation with two preconditions:
e Fach voxel must be covered by the line.
e Not too much empty space should be swept by the line.
With the help of the equation below several approaches can be
derived.
X X% 7 X% X 0
Y] SK Au rh le A (5)
Z voxel p pixel 9
For a simple approach, we will choose two values for A, to
define a start- and an end-point for the line. It is based on the
assumption, that a A-factor according to the farthest and the
nearest corner of the voxel cube will completely enclose the
whole cube. For this definition, all we have to do is to calculate
the distance to each of the eight corners, and determine the
minimum and maximum of these values. Those two A-factors
will be globally valid for all pixels of one image.
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Figure 7: 18-connected (dark pixels) and 6-connected line
(light+dark pixels) in 2D
Connectivity is an important issue in line tracing. By choosing
the connectivity of the line, we traverse fewer or more voxels.
There are different degrees of neighborhoods, which will affect
the thickness of the line. In three dimensions we can define 6-,
18-, or 24-connected lines. Figure 7 shows the difference
between a 6-connected and an 18-connected line (for simplicity
in 2D). An algorithm for a 6-connected line can be found in
(Amanatides and Woo, 1987).
5. IMAGE MATCHING
We use color image matching to search for image
correspondences since an RGB-triplet contains more
information than a single gray value. When we perform image
matching, the consideration of red, green and blue channels
separately might reveal texture information more clearly.
In general we might classify the possible color image matching
approaches into two groups. First, we can throw all color
channels into one equation and get one correlation factor as a
result. Second, we calculate a correlation factor for each
channel separately. Here we will only present the single vector
correlation and the difference correlation as our color image
matching algorithms.
S.J Single Vector Correlation
Several tests have shown us that the simplest and at the same
time the most reliable solution is the correlation of all the input
data in one vector. Assuming the normal case of having three
channels of color (RGB, CMY, IHS), we will now have three
times as many observations as in gray images:
n — width . height .3
The idea is to put all these observation in one vector, resulting
in one single correlation coefficient:
2.2. Lis mg s. r2. )
e ory x
Ez
XXe AR
chix
(6)
where: g is the density (gray value) and g is the arithmetic
mean of densities and ch denotes the color channels.
5.2 Difference Correlation
For this method, we can apply the same approaches, as for the
normalized cross correlation. Hence, we can calculate one value
by summing up all the differences over the three channels, or
we can derive three separate values and calculate a weighted
and a non-weighted mean value. We only consider the single
vector variant for this approach:
2.2.2 Abs(g, ~ 2.)
ch xy
]- ;
3. width. height (2... — Zn )
(7)
DE
5.3 Introducing Knowledge about the Approximate Shape
In area-based image matching, large base line would cause high
patch deformations due to perspective distortions; as a result
image matching would fail. However, in our proposed
knowledge based patch distortion, this effect is reduced since
these deformations are considered and accordingly transformed
patches are grabbed for image matching.
Figure 8: Creating a tangential surface patch