12/12/2002 09:00 AM
Immersion simulation-based Watershed Transforms (WSTs) generally contain two types of implementation dependent ordering operations. In this paper, we examine the scanning order dependencies present in an immersion simulation-based WST algorithm. The WST algorithm examined generates a complete partition of the original image without pixels being designated as watershed pixels. We describe the ordering dependencies and analyze how they affect the final partition when different scan orders are applied. The results of our analysis indicate the difference in the partitions generated from using different scanning orders is on the order of one pixel per region. Moreover, these differences comprise of a relatively small portion of the total pixel count for the test images used. The number and location of these differences are such that they are not detectable when visually comparing the region boundaries of partitions generated using different scanning orders.