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Abstract

Useful shape descriptors for three-dimensional objects can be computed from serial (contour)sections reconstructed into surfaces in three-space. Fischler's algorithm for the caliper diameter of a planar region generalizes in an obvious way to give the major axes of an ellipsoid approximating the shape of a three-dimensional object. The orientation of the object within the three-dimensional sample space, or scene, is a byproduct of the calculation. The anisotropy of the scene can also be described. Fischler's algorithm, together with the classical shape descriptor of perimeter squared error (P 2/A)area, can be used to decide the best approximating polygons or ellipses for calculating an object's volume by summing over its successive contours.

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Lin, C. Shape and texture from serial contours. Mathematical Geology 15, 617–632 (1983). https://doi.org/10.1007/BF01093415

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  • DOI: https://doi.org/10.1007/BF01093415

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