Civil Rights
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This is a personal recollection on the Move fire on May 13, 1985
| Octree | |||||||||||||||||||||||||||
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| Type | Tree | ||||||||||||||||||||||||||
| Invented | 1980 | ||||||||||||||||||||||||||
| Invented by | Donald Meagher | ||||||||||||||||||||||||||
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An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional analog of quadtrees. The word is derived from oct (Greek root meaning "eight") + tree. Octrees are often used in 3D graphics and 3D game engines.
Each node in an octree subdivides the space it represents into eight octants. In a point region (PR) octree (analogous to a point quadtree), the node stores an explicit three-dimensional point, which is the "center" of the subdivision for that node; the point defines one of the corners for each of the eight children. In a matrix-based (MX) octree (analogous to a region quadtree), the subdivision point is implicitly the center of the space the node represents. The root node of a PR octree can represent infinite space; the root node of an MX octree must represent a finite bounded space so that the implicit centers are well-defined. Note that octrees are not the same as k-d trees: k-d trees split along a dimension and octrees split around a point. Also k-d trees are always binary, which is not the case for octrees. Omnitrees[1] present a way of generalizing both k-d trees and octrees, by allowing to split a subset of dimensions at each resolution level.
A spatial subdivision much like an octree was used in 1934, in the Whitney covering lemma in mathematics.[2] The use of octrees for 3D computer graphics was pioneered by Donald Meagher at Rensselaer Polytechnic Institute, described in a 1980 report "Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer",[3] for which he holds a 1995 patent (with a 1984 priority date) "High-speed image generation of complex solid objects using octree encoding" [4]
The octree color quantization algorithm, invented by Gervautz and Purgathofer in 1988, encodes image color data as an octree up to nine levels deep. Octrees are used because and there are three color components in the RGB system. The node index to branch out from at the top level is determined by a formula that uses the most significant bits of the red, green, and blue color components, e.g. 4r + 2g + b. The next lower level uses the next bit significance, and so on. Less significant bits are sometimes ignored to reduce the tree size.
The algorithm is highly memory efficient because the tree's size can be limited. The bottom level of the octree consists of leaf nodes that accrue color data not represented in the tree; these nodes initially contain single bits. If much more than the desired number of palette colors are entered into the octree, its size can be continually reduced by seeking out a bottom-level node and averaging its bit data up into a leaf node, pruning part of the tree. Once sampling is complete, exploring all routes in the tree down to the leaf nodes, taking note of the bits along the way, will yield approximately the required number of colors.
The example recursive algorithm outline below (MATLAB syntax) decomposes an array of 3-dimensional points into octree style bins. The implementation begins with a single bin surrounding all given points, which then recursively subdivides into its 8 octree regions. Recursion is stopped when a given exit condition is met. Examples of such exit conditions (shown in code below) are:
function [binDepths, binParents, binCorners, pointBins] = OcTree(points)
binDepths = [0] % Initialize an array of bin depths with this single base-level bin
binParents = [0] % This base level bin is not a child of other bins
binCorners = [min(points) max(points)] % It surrounds all points in XYZ space
pointBins(:) = 1 % Initially, all points are assigned to this first bin
divide(1) % Begin dividing this first bin
function divide(binNo)
% If this bin meets any exit conditions, do not divide it any further.
binPointCount = nnz(pointBins == binNo)
binEdgeLengths = binCorners(binNo, 1:3) - binCorners(binNo, 4:6)
binDepth = binDepths(binNo)
exitConditionsMet = binPointCount<value || min(binEdgeLengths) < value || binDepth > value
if exitConditionsMet
return; % Exit recursive function
end
% Otherwise, split this bin into 8 new sub-bins with a new division point
newDiv = (binCorners(binNo, 1:3) + binCorners(binNo, 4:6)) / 2
for i = 1:8
newBinNo = length(binDepths) + 1
binDepths(newBinNo) = binDepths(binNo) + 1
binParents(newBinNo) = binNo
binCorners(newBinNo) = [one of the 8 pairs of the newDiv with minCorner or maxCorner]
oldBinMask = pointBins == binNo
% Calculate which points in pointBins == binNo now belong in newBinNo
pointBins(newBinMask) = newBinNo
% Recursively divide this newly created bin
divide(newBinNo)
end
Taking the full list of colors of a 24-bit RGB image as point input to the Octree point decomposition implementation outlined above, the following example show the results of octree color quantization. The first image is the original (532818 distinct colors), while the second is the quantized image (184 distinct colors) using octree decomposition, with each pixel assigned the color at the center of the octree bin in which it falls. Alternatively, final colors could be chosen at the centroid of all colors in each octree bin, however this added computation has very little effect on the visual result.[10]
% Read the original RGB image
Img = imread('IMG_9980.CR2');
% Extract pixels as RGB point triplets
pts = reshape(Img, [], 3);
% Create OcTree decomposition object using a target bin capacity
OT = OcTree(pts, 'BinCapacity', ceil((size(pts, 1) / 256) * 7));
% Find which bins are "leaf nodes" on the octree object
leafs = find(~ismember(1:OT.BinCount, OT.BinParents) & ...
ismember(1:OT.BinCount, OT.PointBins));
% Find the central RGB location of each leaf bin
binCents = mean(reshape(OT.BinBoundaries(leafs,:), [], 3, 2), 3);
% Make a new "indexed" image with a color map
ImgIdx = zeros(size(Img, 1), size(Img, 2));
for i = 1:length(leafs)
pxNos = find(OT.PointBins==leafs(i));
ImgIdx(pxNos) = i;
end
ImgMap = binCents / 255; % Convert 8-bit color to MATLAB rgb values
% Display the original 532818-color image and resulting 184-color image
figure
subplot(1, 2, 1), imshow(Img)
title(sprintf('Original %d color image', size(unique(pts,'rows'), 1)))
subplot(1, 2, 2), imshow(ImgIdx, ImgMap)
title(sprintf('Octree-quantized %d color image', size(ImgMap, 1)))
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional analog of quadtrees. The word is derived from oct (Greek root meaning "eight") + tree. Octrees are often used in 3D graphics and 3D game engines.
A sparse voxel octree (SVO) is a hierarchical octree data structure in which voxels recursively subdivide space into octants, storing only occupied or surface-intersecting regions, making it compact for raycasting and sometimes ray tracing in 3D computer graphics rendering. The technique generally relies on generating and processing the hull of points (sparse voxels) which are visible, or may be visible, given the resolution and size of the screen. There are two main advantages to the technique. The first is that only pixels that will be displayed are computed, with the screen resolution limiting the level of detail required; this limits computational cost during rendering. The second is that interior voxels (those fully enclosed by other voxels) need not be included in the 3D data set; this limits the amount of 3D voxel data (and thus storage space) required for realistic, high-resolution digital models and/or environments. The basic advantage of octrees is that, as a hierarchical data structure, they need not be explored to their full depth. This means that a system can extract a small subset of voxels as they are needed. In addition, octrees permit smoothing of the underlying data, to help with antialiasing. It is, however, a generally less well developed technique than standard polygon-based rasterisation schemes. As scenes grow in geometric complexity, SVOs have been proposed to facilitate a transition from traditional triangle-based pipelines to voxel-based rendering.
A linear octree is an octree that is represented by a linear array instead of a tree data structure. To simplify implementation, a linear octree is usually complete (that is, every internal node has exactly 8 child nodes) and where the maximum permissible depth is fixed a priori (making it sufficient to store the complete list of leaf nodes). That is, all the nodes of the octree can be generated from the list of its leaf nodes. Space filling curves are often used to represent linear octrees.
In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points (two points close together in multidimensions with high probability lie also close together in Morton order). It is named in France after Henri Lebesgue, who studied it in 1904, and named in the United States after Guy Macdonald Morton, who first applied the order to file sequencing in 1966. The z-value of a point in multidimensions is simply calculated by bit interleaving the binary representations of its coordinate values. However, when querying a multidimensional search range in these data, using binary search is not really efficient: It is necessary for calculating, from a point encountered in the data structure, the next possible Z-value which is in the multidimensional search range, called BIGMIN. The BIGMIN problem has first been stated and its solution shown by Tropf and Herzog in 1981. Once the data are sorted by bit interleaving, any one-dimensional data structure can be used, such as simple one dimensional arrays, binary search trees, B-trees, skip lists or (with low significant bits truncated) hash tables. The resulting ordering can equivalently be described as the order one would get from a depth-first traversal of a quadtree or octree.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Mae Jemison, aboard Space Shuttle Endeavour in 1992.