Dijkstra shortest paths, distance fields and connected components over sparse (N, 3) voxel sets
Project description
dijkstra3d-sparse
Dijkstra shortest paths, distance fields and connected components over
sparse 3D voxel sets given as an (N, 3) integer coordinate array — a
sparse analogue of seung-lab/dijkstra3d,
which operates on dense 3D arrays. Rust core, Python/NumPy frontend.
Why
dijkstra3d is fast because it never builds an explicit graph: it walks an
implicit rectangular grid where a voxel's neighbours are generated by
coordinate offset. The only thing making it "dense" — and the reason it needs
memory proportional to the bounding-box volume W·H·D — is that its
coordinate → payload lookup is a dense array sized to the full box.
For sparse objects (a thin structure inside a large box, N ≪ W·H·D) that is
wasteful. This library keeps the implicit-grid walk and swaps that one dense
component for a sparse hash coordinate → compact index [0, N). Everything
else — binary heap, edge relaxation, parent tracking, path reconstruction —
is unchanged. No adjacency list is ever materialized (this is not a
CSR/explicit-graph Dijkstra), and all working memory is O(N), independent
of the bounding box.
| Explicit-graph Dijkstra (CSR) | Dense dijkstra3d |
This library (sparse) | |
|---|---|---|---|
| Graph | ~26·N edges stored |
implicit grid | implicit grid (0 edges stored) |
| coord → payload | node index table | dense array [W·H·D] |
sparse hash / sorted keys → [0, N) |
| Working memory | O(N) + O(26·N) edges |
O(W·H·D) |
O(N) |
| Neighbour lookup | precomputed edge list | index arithmetic | coord offset + hash probe |
From benchmarks/RESULTS.md: a 1.5M-voxel helical
tube in a 16,267 × 4,005 × 4,006 bounding box solves in ~0.4 s within
~470 MiB peak RSS — where a dense field over the same box would need 4 TiB.
Going coordinates → distance field through scipy.sparse.csgraph.dijkstra
instead takes ~3.5 s and 1.6 GiB peak on the same workload: SciPy's solver
itself is fast, but it first needs the ~30M-edge CSR graph materialized —
exactly the step the implicit-grid walk skips.
One caveat: if you already hold a CSR graph and only solve on it repeatedly, SciPy's solver alone is competitive (~0.14 s on this workload once the graph exists). The advantage here is going from raw coordinates to a field — the typical starting point for voxel data — without ever paying the time and memory to build an edge list.
Install
pip install dijkstra3d-sparse
Pre-built wheels cover Linux / macOS / Windows, Python 3.9+. Building from
source needs a Rust toolchain (pip invokes it automatically via maturin).
Quickstart
import numpy as np
import dijkstra3d_sparse as ds
# a sparse voxel set: (N, 3) integer coordinates, any origin, unsorted OK
voxels = np.argwhere(volume > 0).astype(np.int32) # e.g. from a dense mask
# ... or coordinates that never lived in a dense array at all
# distance + predecessor field from voxel row 0
dist, pred = ds.dijkstra_field(voxels, sources=0, connectivity=26,
anisotropy=(16.0, 16.0, 40.0))
# shortest path to the voxel farthest from the source
target = int(np.argmax(np.where(np.isfinite(dist), dist, -1)))
coords = ds.path(voxels, pred, target, dist=dist) # (M, 3), source → target
# connected components over the same implicit grid
n_components, labels = ds.connected_components(voxels, connectivity=26)
# hold coordinates instead of row indices? map them first
src = ds.index_of(voxels, [[10, 4, 2], [0, 0, 0]])
dist, pred = ds.dijkstra_field(voxels, src) # multi-source: dist to nearest
dist/pred are 1-D arrays aligned 1:1 with the rows of voxels (the key
difference from dijkstra3d, whose field is a dense 3D array). Unreached
voxels get dist = +inf, pred = -1; -1 matches SciPy's "no predecessor"
sentinel, so (dist, pred) is a drop-in for
scipy.sparse.csgraph.dijkstra(..., return_predecessors=True) on the
equivalent explicit graph.
API
dijkstra_field(voxels, sources, *, node_cost=None, connectivity=26,
anisotropy=(1.0, 1.0, 1.0), cost_mode="vertex",
free_mask=None, free_eps=1e-6, min_only=True,
stop_mask=None, stop_count=1,
index_kind="hash") -> (dist, pred)
shortest_path(voxels, source, target, **kw) -> (path, cost) # early exit
shortest_path_to_set(voxels, source, stop_mask, **kw) -> (path, hit, cost)
path(voxels, pred, target, *, dist=None) -> (M, 3) int32 # source → target
connected_components(voxels, *, connectivity=26) -> (n_components, labels)
index_of(voxels, coords, *, strict=True) -> int | (M,) int64
Graph(voxels, *, index_kind="hash") # reusable handle, methods below
Reusable Graph handle
Every free function above rebuilds the coordinate → row spatial index —
the one O(N) setup cost — on each call. For repeated queries over the
same voxel set, build a Graph once; it holds the index and exposes the
same operations as methods, minus the voxels/index_kind arguments:
g = ds.Graph(voxels, index_kind="hash") # O(N) index build happens here, once
dist, pred = g.dijkstra_field(0, cost_mode="geometric") # reuses the index
dist2, _ = g.dijkstra_field([3, 7], node_cost=penalty, # different cost model,
cost_mode="additive") # same handle
coords, hit, cost = g.shortest_path_to_set(q, anchors) # grafting primitive
n_comp, labels = g.connected_components()
rows = g.index_of(coords)
g.n, g.voxels, g.index_kind # introspection
Only voxels and index_kind are fixed at construction — connectivity,
anisotropy, cost_mode, node_cost and the masks stay per-call, so one
handle serves queries with different cost models. Results are identical
to the free functions (same code runs; only where the index is built moves),
duplicate coordinates are rejected at construction, and the handle keeps its
own copy of the coordinates, so it is unaffected by later mutation of the
input array. The payoff scales with call count — grafting loops that issue
one shortest_path_to_set per path are the motivating case (see
benchmarks/RESULTS.md).
Edge-cost model
Step lengths are precomputed per offset from anisotropy = (wx, wy, wz),
matching dijkstra3d exactly: axis moves cost wx/wy/wz, face diagonals
sqrt(wa² + wb²), corner diagonals sqrt(wa² + wb² + wc²). The cost of the
directed edge cur → nbr is then:
cost_mode |
cost(cur → nbr) |
use case |
|---|---|---|
"vertex" |
node_cost[nbr] · step_length |
dijkstra3d-compatible vertex weighting (default) |
"additive" |
step_length + node_cost[nbr] |
geometric length + per-voxel penalty field |
"geometric" |
step_length |
anisotropic geodesic distance |
With node_cost=None every mode reduces to the pure geometric step length.
Costs must be finite and non-negative (Dijkstra invariant; validated at the
boundary).
free_mask: edges into masked voxels cost free_eps (small, strictly
positive) in total. This supports incremental path extraction where later
paths should ride an already-selected node set for ~free before diverging.
min_only=False runs one Dijkstra per source and returns (S, N) arrays,
mirroring SciPy; the default True returns a single (N,) field of
distances to the nearest source.
Early termination & search-to-a-set
Dijkstra settles nodes in non-decreasing distance order, so the moment a
node is popped its distance and path are final. stop_mask exploits this:
the search stops as soon as stop_count masked voxels have been settled
(default 1 — i.e. at the nearest member of the set), returning a partial
field that is exact on everything it touched and +inf/-1 beyond. SciPy's
limit distance cutoff cannot express "stop when you reach node X / this
set". Two wrappers make this ergonomic:
# point → point, terminating the instant the target settles
coords, cost = ds.shortest_path(voxels, source, target)
# point → nearest member of an anchor set
coords, hit, cost = ds.shortest_path_to_set(voxels, source, anchor_mask)
# hit = row index of the anchor reached (-1 + empty path if unreachable)
This is the primitive for incremental tree construction (grafting — e.g. centerline/skeleton extraction): repeatedly connect a query voxel to a growing anchor set, where each query only explores the local catchment between the query and the nearest anchor instead of the full voxel set:
anchors = np.zeros(len(voxels), dtype=bool)
anchors[seed] = True
for query in queries:
coords, hit, cost = ds.shortest_path_to_set(voxels, query, anchors)
anchors[ds.index_of(voxels, coords)] = True # graft the spur
On the benchmark tube (1.5M voxels), 60 such grafts run in ~1.4 s total,
with per-query touched voxels falling from ~10% of N (sparse anchors) to
~0.3% (dense anchors) — versus 100% of N per query for repeated full
fields. stop_mask composes with everything else: with multiple sources
and min_only=True it means "grow a field from all sources until it first
touches the anchor set". It is also the recommended replacement for
free_mask-based grafting tricks — cleaner (no cost distortion) and
cheaper (early exit); if both are given they stay independent (free_mask
changes edge costs, stop_mask only changes termination).
Notes
- Multiple sources: seed them all — one pass computes distance-to-nearest-source and predecessors pointing back to each voxel's nearest source.
- Output is deterministic: heap ties break on row index, so identical inputs give identical fields across runs and platforms.
- Duplicate coordinates in
voxelsraiseValueError. - Coordinates may be negative and use the full int32 range; there is no bounding-box extent limit.
index_kindselects the spatial-index backend ("hash"FxHashMap probes, default;"sorted"binary search over sorted keys, slightly lower memory). Results are identical.
Development
uv venv && source .venv/bin/activate
uv pip install numpy scipy pytest maturin
maturin develop --release --uv # build the Rust extension into the venv
pytest # Python test suite (SciPy parity + properties)
cargo test # Rust unit tests
python benchmarks/bench.py # benchmark + O(N) memory gate
The test suite asserts parity with scipy.sparse.csgraph on the equivalent
explicit CSR graph for all cost modes, connectivities and anisotropies, plus
structural invariants (source distance 0, triangle inequality along edges,
path adjacency/cost).
License
GPL-3.0-or-later, like dijkstra3d.
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