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Fast marching method

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This is an old revision of this page, as edited by Skimnc (talk | contribs) at 22:04, 16 February 2016 ((1) Switched notation from T to u to be consistent with other PDE on wiki. (2) Updated description of algorithm. (3) Linked to some other articles. (4) Eikonal equation describes evolution of surface, curve is only in 2D.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

The fast marching method[1] is a numerical method created by James Sethian for solving boundary value problems of the Eikonal equation:

Typically, such a problem describes the evolution of a closed surface as a function of time with speed in the normal direction at a point on the propogating surface. The speed function is specified, and the time at which the contour crosses a point is obtained by solving the equation. Alternatively, can be thought of as the minimum amount of time it would take to reach starting from the point . Fast marching method takes advantage of this optimal control interpretation of the problem in order to build a solution outwards starting from the "known information", i.e. the boundary values.

The algorithm is similar to Dijkstra's algorithm and uses the fact that information only flows outward from the seeding area. This problem is a special case of level set methods. More general algorithms exist but are normally slower.

Extensions to non-flat (triangulated) domains solving:

was introduced by Ron Kimmel and James Sethian.

See also

Notes

  1. ^ J.A. Sethian. A Fast Marching Level Set Method for Monotonically Advancing Fronts, Proc. Nat. Acad. Sci., 93, 4, pp.1591--1595, 1996. [1]