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Moore neighborhood : ウィキペディア英語版
Moore neighborhood

In cellular automata, the Moore neighborhood comprises the eight cells surrounding a central cell on a two-dimensional square lattice. The neighborhood is named after Edward F. Moore, a pioneer of cellular automata theory. It is one of the two most commonly used neighborhood types, the other one being the 4-cell von Neumann neighborhood. The well known Conway's Game of Life, for example, uses the Moore neighborhood. It is similar to the notion of 8-connected pixels in computer graphics.
The concept can be extended to higher dimensions, for example forming a 26-cell cubic neighborhood for a cellular automaton in three dimensions, as used by 3D Life.
The Moore neighbourhood of a point is the points at a Chebyshev distance of 1.
The number of cells in a Moore neighbourhood, given its range ''r'' is: (2''r'' + 1)2 - 1.
==Algorithm==

The idea behind the formulation of Moore neighborhood is to find the contour of a given graph. This idea was a great challenge for most analysts of the 18th century, and as a result an algorithm was derived from the Moore graph which was later called the Moore Neighborhood algorithm.
The following is a formal description of the Moore-Neighbor tracing algorithm:
Input: A square tessellation, T, containing a connected component P of black cells.
Output: A sequence B (b1, b2, ..., bk) of boundary pixels i.e. the contour.
Define M(a) to be the Moore neighborhood of pixel a.
Let p denote the current boundary pixel.
Let c denote the current pixel under consideration i.e. c is in M(p).
Let b denote the backtrack of c (i.e. neighbor pixel of p that was previously tested)

Begin
Set B to be empty.
From bottom to top and left to right scan the cells of T until a black pixel, s, of P is found.
Insert s in B.
Set the current boundary point p to s i.e. p=s
Let b = the pixel from which s was entered during the image scan.
Set c to be the next clockwise pixel (from b) in M(p).
While c not equal to s do
If c is black
insert c in B
Let b = p
Let p = c
''(backtrack: move the current pixel c to the pixel from which p was entered)''
Let c = next clockwise pixel (from b) in M(p).
else
''(advance the current pixel c to the next clockwise pixel in M(p) and update backtrack)''
Let b = c
Let c = next clockwise pixel (from b) in M(p).
end If
end While
End

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Moore neighborhood」の詳細全文を読む



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