[Insight-users] Bug in watershed filter
Richard Beare
richard.beare at gmail.com
Thu Feb 14 05:22:26 EST 2013
Hi,
I think I've tracked down the problem. Not a bug in anything, it turns
out. More a limitation of the approach I suggested. This isn't a
purely numerical problem as the same issues occur when using squared
distance maps. The watershed flooding algorithm is a purely local,
breadth-first approach with no back tracking. The problems arise when
the borders of the propagating regions are close to meeting and there
is a tie in the distance values. The boundary should be in close
proximity to the tied voxels. However the purely local nature of the
processing means that labelling process can leak across the real
boundary, after which there is no recovery. The chances of leaks
depends on the angles of the real boundary.
It remains to be seen whether the specialised approach avoids this.
Interesting.
On Thu, Feb 14, 2013 at 10:35 AM, Richard Beare <richard.beare at gmail.com> wrote:
> I'll attempt to check this out over the next couple of days.
>
> I suspect that you have run into issues with discrete nature of
> images, rather than a bug as such. Suppose that you are applying a
> watershed to a flat control surface. If the seed points are an odd
> number of voxels apart, and you chose the algorithm marking the
> watershed line, then the split will appear nicely down the middle. If
> you don't chose to mark the line then there will be a probably random
> choice of which voxels along the midpoint get assigned to which
> region. Conversely, if the seeds are an even number of voxels apart
> and you chose to mark the watershed line, then the line should lie
> between the pixels, but it can't. Hence it is likely to be jaggedly
> jumping between the two sides of the plateau. Similar things can
> happen with distance map control functions, as adjacent voxels can be
> equidistant from seeds, producing a plateau.
>
>
> On Thu, Feb 14, 2013 at 9:13 AM, Dženan Zukić <dzenanz at gmail.com> wrote:
>> I think I have discovered a bug in WatershedImageFilter. Below is MWE which
>> reproduces the problem. Input, output and expected image attached.
>>
>> The problem is that watershed lines are wrongly placed and rough (see
>> attached error highlights). I first discovered it while working with 3D
>> images, where the problem is more pronounced. I can also supply 3D float
>> images (1.3MB). MorphologicalWatershedFromMarkersImageFilter suffers from
>> the same problem.
>>
>> #include <itkImageFileReader.h>
>> #include <itkImageFileWriter.h>
>> #include <itkWatershedImageFilter.h>
>> #include <itkCastImageFilter.h>
>>
>> typedef itk::Image<unsigned char, 2> VisualizingImageType;
>>
>> void main()
>> {
>> typedef itk::ImageFileReader<VisualizingImageType> rType;
>> rType::Pointer reader=rType::New();
>> reader->SetFileName("image2D.png");
>> reader->Update();
>> VisualizingImageType::Pointer dm=reader->GetOutput();
>> typedef itk::WatershedImageFilter<VisualizingImageType> wsType;
>> wsType::Pointer ws2=wsType::New();
>> ws2->SetThreshold(0);
>> ws2->SetLevel(0);
>> ws2->SetInput(dm);
>> ws2->Update();
>> typedef itk::CastImageFilter<wsType::OutputImageType,
>> VisualizingImageType> castType;
>> castType::Pointer caster=castType::New();
>> caster->SetInput(ws2->GetOutput());
>> caster->Update();
>> typedef itk::ImageFileWriter<VisualizingImageType> wType;
>> wType::Pointer writer=wType::New();
>> writer->SetFileName("imageWSint.png");
>> writer->SetInput(caster->GetOutput());
>> writer->Update();
>> }
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