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universe.h
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universe.h
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#ifndef I3D_LINE3D_PP_UNIVERSE_H_
#define I3D_LINE3D_PP_UNIVERSE_H_
/*
* Disclaimer:
* Re-implementation of the algorithm described in the paper
*
* Efficient Graph-based Image Segmentation,
* P. Fezenszwalb, F. Huttenlocher,
* International Journal of Computer Vision, 2004.
*
* and based on their official source code, which can be found at
* from http://cs.brown.edu/~pff/segment/
*
* Their code is put under the GNU GENERAL PUBLIC LICENSE.
*/
/*
* Line3D++ - Line-based Multi View Stereo
* Copyright (C) 2015 Manuel Hofer
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
/**
* Universe (for clustering.h)
* ====================
* Clustering/Segmentation Algorithm.
* [Felzenswalb & Huttenlocher, IJCV 2004]
*
* This code is an adaption of their original source code,
* to fit into our datastructures.
* ====================
* Author: M.Hofer, 2015
*/
// element of cluster universe
typedef struct {
int rank_;
int clusterID_;
int size_;
} CLUnivElement;
namespace L3DPP
{
// class that holds a clustering result
class CLUniverse
{
public:
CLUniverse(int numNodes) : num_(numNodes)
{
// init
elements_ = new CLUnivElement[num_];
for(int i = 0; i < num_; ++i)
{
elements_[i].rank_ = 0;
elements_[i].size_ = 1;
elements_[i].clusterID_ = i;
}
}
~CLUniverse()
{
delete [] elements_;
}
// find clusterID for given node
int find(int nodeID)
{
int y = nodeID;
while(y != elements_[y].clusterID_)
y = elements_[y].clusterID_;
elements_[nodeID].clusterID_ = y;
return y;
}
// joins two nodes into one class/segment
void join(int x, int y)
{
if(elements_[x].rank_ > elements_[y].rank_)
{
elements_[y].clusterID_ = x;
elements_[x].size_ += elements_[y].size_;
}
else
{
elements_[x].clusterID_ = y;
elements_[y].size_ += elements_[x].size_;
if(elements_[x].rank_ == elements_[y].rank_)
elements_[y].rank_++;
}
--num_;
}
float size(int x) const { return elements_[x].size_; }
int numSets() const { return num_; }
private:
CLUnivElement* elements_;
int num_;
};
}
#endif //I3D_LINE3D_PP_UNIVERSE_H_