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Analysis of Farthest Point Sampling for Approximating Geodesics in a Graph

Published 19 Nov 2013 in cs.CG, cs.CV, and cs.GR | (1311.4665v1)

Abstract: A standard way to approximate the distance between any two vertices pp and qq on a mesh is to compute, in the associated graph, a shortest path from pp to qq that goes through one of kk sources, which are well-chosen vertices. Precomputing the distance between each of the kk sources to all vertices of the graph yields an efficient computation of approximate distances between any two vertices. One standard method for choosing kk sources, which has been used extensively and successfully for isometry-invariant surface processing, is the so-called Farthest Point Sampling (FPS), which starts with a random vertex as the first source, and iteratively selects the farthest vertex from the already selected sources. In this paper, we analyze the stretch factor F<em>FPS\mathcal{F}<em>{FPS} of approximate geodesics computed using FPS, which is the maximum, over all pairs of distinct vertices, of their approximated distance over their geodesic distance in the graph. We show that F</em>FPS\mathcal{F}</em>{FPS} can be bounded in terms of the minimal value F<sup>∗\mathcal{F}<sup>* of the stretch factor obtained using an optimal placement of kk sources as FFPS≤2re<sup>2</sup>F<sup>∗+</sup>2re<sup>2</sup>+8re+1\mathcal{F}_{FPS}\leq 2 r_e<sup>2</sup> \mathcal{F}<sup>*+</sup> 2 r_e<sup>2</sup> + 8 r_e + 1, where rer_e is the ratio of the lengths of the longest and the shortest edges of the graph. This provides some evidence explaining why farthest point sampling has been used successfully for isometry-invariant shape processing. Furthermore, we show that it is NP-complete to find kk sources that minimize the stretch factor.

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