Perception-based 3D Triangle Mesh Segmentation using Fast Marching Watersheds

David L. Page, Andreas Koschan, Mongi A. Abidi

Proceedings of the International Conference on Computer Vision and Pattern Recognition

Volume II, Pages 27-32, 2003




Motivation

A triangle mesh in 3D is simply a collection of triangles and vertices that approximate a surface in 3D. For computer vision tasks such as object recognition, scene understanding, and feature modeling, however, a triangle mesh alone is too low-level a description. Higher-level descriptions can be obtained through mesh segmentation.

Goal of This Research

The minima rule is a human vision theory about how human perception might decompose an object into its constituent parts. This rule defines boundaries of parts to lie along lines of negative curvature minima. The authors wish to use the minima rule in order to develop a mesh segmentation algorithm that relates to how humans might decompose meshes.

Goal of This Paper

This paper presents a mesh segmentation algorithm called fast marching watersheds. The algorithm works by computing principal curvatures and principal directions at each vertex of a given mesh, and then a hill-climbing watershed algorithm finds regions bounded by contours of negative curvature minima. These regions fit the definition of visual parts according to the minima rule.

Related Work

Results

The fast marching watersheds mesh segmentation algorithm is able to segment a scene consisting of a cylinder or prism standing on a flat plane into two parts, namely the flat plane mesh and the cylinder or prism mesh. The watersheds algorithm is subject to the drawbacks of the minima rule, however. For instance, an L-shaped block of wood does not have a clear boundary between its two orthogonal components, and so the watershed algorithm will label the entire block as one segment. In general the segmentation appears to be good for machine parts and other objects that have very sharp, uniform curvature changes at part boundaries, whereas the segment boundaries tend to be quite jagged in less uniform shapes such as a hand or the Stanford Bunny. The fast marching watersheds algorithm, like all fast marching methods, runs in time O(n log n) mathend000#.

Bibliography



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