Flood Fill
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Flood Fill
Flood fill, also called seed fill, is a flooding algorithm that determines and alters the area connected to a given node in a multi-dimensional array with some matching attribute. It is used in the "bucket" fill tool of paint programs to fill connected, similarly-colored areas with a different color, and in games such as Go and Minesweeper for determining which pieces are cleared. A variant called boundary fill uses the same algorithms but is defined as the area connected to a given node that does not have a particular attribute. Note that flood filling is not suitable for drawing filled polygons, as it will miss some pixels in more acute corners. Instead, see Even-odd rule and Nonzero-rule. The Algorithm Parameters The traditional flood-fill algorithm takes three parameters: a start node, a target color, and a replacement color. The algorithm looks for all nodes in the array that are connected to the start node by a path of the target color and changes them to the replacement ...
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Recursive Flood Fill 4 (aka)
Recursion (adjective: ''recursive'') occurs when a thing is defined in terms of itself or of its type. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in mathematics and computer science, where a function (mathematics), function being defined is applied within its own definition. While this apparently defines an infinite number of instances (function values), it is often done in such a way that no infinite loop or infinite chain of references ("crock recursion") can occur. Formal definitions In mathematics and computer science, a class of objects or methods exhibits recursive behavior when it can be defined by two properties: * A simple ''base case'' (or cases) — a terminating scenario that does not use recursion to produce an answer * A ''recursive step'' — a set of rules that reduces all successive cases toward the base case. For example, the following is a recursive definition of a person's ' ...
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Out-of-order Execution
In computer engineering, out-of-order execution (or more formally dynamic execution) is a paradigm used in most high-performance central processing units to make use of instruction cycles that would otherwise be wasted. In this paradigm, a processor executes instructions in an order governed by the availability of input data and execution units, rather than by their original order in a program. In doing so, the processor can avoid being idle while waiting for the preceding instruction to complete and can, in the meantime, process the next instructions that are able to run immediately and independently. History Out-of-order execution is a restricted form of data flow computation, which was a major research area in computer architecture in the 1970s and early 1980s. The first machine to use out-of-order execution was the CDC 6600 (1964), designed by James E. Thornton, which uses a scoreboard to avoid conflicts. It permits an instruction to execute if its source operand (read) a ...
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Computer Graphics Algorithms
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which li ...
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Watershed (image Processing)
In the study of image processing, a watershed is a transformation defined on a grayscale image. The name refers metaphorically to a geological ''watershed'', or drainage divide, which separates adjacent drainage basins. The watershed transformation treats the image it operates upon like a topographic map, with the brightness of each point representing its height, and finds the lines that run along the tops of ridges. There are different technical definitions of a watershed. In graphs, watershed lines may be defined on the nodes, on the edges, or hybrid lines on both nodes and edges. Watersheds may also be defined in the continuous domain. There are also many different algorithms to compute watersheds. Watershed algorithms are used in image processing primarily for object segmentation purposes, that is, for separating different objects in an image. This allows for counting the objects or for further analysis of the separated objects. Image:Relief of gradient of heart MRI.png, Rel ...
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Dijkstra's Algorithm
Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree. For a given source node in the graph, the algorithm finds the shortest path between that node and every other. It can also be used for finding the shortest paths from a single node to a single destination node by stopping the algorithm once the shortest path to the destination node has been determined. For example, if the nodes of the graph represent cities and edge path costs represent driving distances between pairs of cities connected by a dir ...
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Connected-component Labeling
Connected-component labeling (CCL), connected-component analysis (CCA), blob extraction, region labeling, blob discovery, or region extraction is an algorithmic application of graph theory, where subsets of connected components are uniquely labeled based on a given heuristic. Connected-component labeling is not to be confused with segmentation. Connected-component labeling is used in computer vision to detect connected regions in binary digital images, although color images and data with higher dimensionality can also be processed. When integrated into an image recognition system or human-computer interaction interface, connected component labeling can operate on a variety of information. Blob extraction is generally performed on the resulting binary image from a thresholding step, but it can be applicable to gray-scale and color images as well. Blobs may be counted, filtered, and tracked. Blob extraction is related to but distinct from blob detection. Overview A graph, co ...
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Graph Traversal
In computer science, graph traversal (also known as graph search) refers to the process of visiting (checking and/or updating) each vertex in a graph. Such traversals are classified by the order in which the vertices are visited. Tree traversal is a special case of graph traversal. Redundancy Unlike tree traversal, graph traversal may require that some vertices be visited more than once, since it is not necessarily known before transitioning to a vertex that it has already been explored. As graphs become more dense, this redundancy becomes more prevalent, causing computation time to increase; as graphs become more sparse, the opposite holds true. Thus, it is usually necessary to remember which vertices have already been explored by the algorithm, so that vertices are revisited as infrequently as possible (or in the worst case, to prevent the traversal from continuing indefinitely). This may be accomplished by associating each vertex of the graph with a "color" or "visitation" s ...
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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on th ...
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids ...
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Boundary Value Problem
In mathematics, in the field of differential equations, a boundary value problem is a differential equation together with a set of additional constraints, called the boundary conditions. A solution to a boundary value problem is a solution to the differential equation which also satisfies the boundary conditions. Boundary value problems arise in several branches of physics as any physical differential equation will have them. Problems involving the wave equation, such as the determination of normal modes, are often stated as boundary value problems. A large class of important boundary value problems are the Sturm–Liouville problems. The analysis of these problems involves the eigenfunctions of a differential operator. To be useful in applications, a boundary value problem should be well posed. This means that given the input to the problem there exists a unique solution, which depends continuously on the input. Much theoretical work in the field of partial differential ...
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Inkscape
Inkscape is a free and open-source vector graphics editor used to create vector images, primarily in Scalable Vector Graphics (SVG) format. Other formats can be imported and exported. Inkscape can render primitive vector shapes (e.g. rectangles, ellipses, polygons, arcs, spirals, stars and 3D boxes) and text. These objects may be filled with solid colors, patterns, radial or linear color gradients and their borders may be stroked, both with adjustable transparency. Embedding and optional tracing of raster graphics is also supported, enabling the editor to create vector graphics from photos and other raster sources. Created shapes can be further manipulated with transformations, such as moving, rotating, scaling and skewing. History Inkscape began in 2003 as a code fork of the Sodipodi project. Sodipodi, developed since 1999, was itself based on Raph Levien's Gill (GNOME Illustration Application). One of the main priorities of the Inkscape project was interface consistency an ...
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Pixel Connectivity
In image processing, pixel connectivity is the way in which pixels in 2-dimensional (or hypervoxels in n-dimensional) images relate to their neighbors. Formulation In order to specify a set of connectivities, the dimension N and the width of the neighborhood n , must be specified. The dimension of a neighborhood is valid for any dimension n\geq1 . A common width is 3, which means along each dimension, the central cell will be adjacent to 1 cell on either side for all dimensions. Let M_N^n represent a N-dimensional hypercubic neighborhood with size on each dimension of n=2k+1, k\in\mathbb Let \vec represent a discrete vector in the first orthant from the center structuring element to a point on the boundary of M_N^n. This implies that each element q_i \in \ ,\forall i \in \ and that at least one component q_i = k Let S_N^d represent a N-dimensional hypersphere with radius of d=\left \Vert \vec \right \Vert. Define the amount of elements on the hypersphere S_N^d with ...
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