tesseract/textord/tablerecog.h

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///////////////////////////////////////////////////////////////////////
// File: tablerecog.h
// Description: Functions to detect structure of tables.
// Author: Nicholas Beato
// Created: Aug 17, 2010
//
// (C) Copyright 2010, Google Inc.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
///////////////////////////////////////////////////////////////////////
#ifndef TABLERECOG_H_
#define TABLERECOG_H_
#include "colpartitiongrid.h"
#include "genericvector.h"
namespace tesseract {
// There are 2 classes in this file. They have 2 different purposes.
// - StructuredTable contains the methods to find the structure given
// a specific bounding box and grow that structure.
// - TableRecognizer contains the methods to adjust the possible positions
// of a table without worrying about structure.
//
// To use these classes, the assumption is that the TableFinder will
// have a guess of the location of a table (or possibly over/undersegmented
// tables). The TableRecognizer is responsible for finding the table boundaries
// at a high level. The StructuredTable class is responsible for determining
// the structure of the table and trying to maximize its bounds while retaining
// the structure.
// (The latter part is not implemented yet, but that was the goal).
//
// While on the boundary discussion, keep in mind that this is a first pass.
// There should eventually be some things like internal structure checks,
// and, more importantly, surrounding text flow checks.
//
// Usage:
// The StructuredTable class contains methods to query a potential table.
// It has functions to find structure, count rows, find ColPartitions that
// intersect gridlines, etc. It is not meant to blindly find a table. It
// is meant to start with a known table location and enhance it.
// Usage:
// ColPartitionGrid text_grid, line_grid; // init
// TBOX table_box; // known location of table location
//
// StructuredTable table;
// table.Init(); // construction code
// table.set_text_grid(/* text */); // These 2 grids can be the same!
// table.set_line_grid(/* lines */);
// table.set_min_text_height(10); // Filter vertical and tall text.
// // IMPORTANT! The table needs to be told where it is!
// table.set_bounding_box(table_box); // Set initial table location.
// if (table.FindWhitespacedStructure()) {
// // process table
// table.column_count(); // number of columns
// table.row_count(); // number of rows
// table.cells_count(); // number of cells
// table.bounding_box(); // updated bounding box
// // etc.
// }
//
class StructuredTable {
public:
StructuredTable();
~StructuredTable();
// Initialization code. Must be called after the constructor.
void Init();
// Sets the grids used by the table. These can be changed between
// calls to Recognize. They are treated as read-only data.
void set_text_grid(ColPartitionGrid* text);
void set_line_grid(ColPartitionGrid* lines);
// Filters text partitions that are ridiculously tall to prevent
// merging rows.
void set_max_text_height(int height);
// Basic accessors. Some are treated as attributes despite having indirect
// representation.
bool is_lined() const;
int row_count() const;
int column_count() const;
int cell_count() const;
void set_bounding_box(const TBOX& box);
const TBOX& bounding_box() const;
int median_cell_height();
int median_cell_width();
int row_height(int row) const;
int column_width(int column) const;
int space_above() const;
int space_below() const;
// Given enough horizontal and vertical lines in a region, create this table
// based on the structure given by the lines. Return true if it worked out.
// Code assumes the lines exist. It is the caller's responsibility to check
// for lines and find an appropriate bounding box.
bool FindLinedStructure();
// The main subroutine for finding generic table structure. The function
// finds the grid structure in the given box. Returns true if a good grid
// exists, implying that "this" table is valid.
bool FindWhitespacedStructure();
////////
//////// Functions to query table info.
////////
// Returns true if inserting part into the table does not cause any
// cell merges.
bool DoesPartitionFit(const ColPartition& part) const;
// Checks if a sub-table has multiple data cells filled.
int CountFilledCells();
int CountFilledCellsInRow(int row);
int CountFilledCellsInColumn(int column);
int CountFilledCells(int row_start, int row_end,
int column_start, int column_end);
// Makes sure that at least one cell in a row has substantial area filled.
// This can filter out large whitespace caused by growing tables too far
// and page numbers.
// (currently bugged for some reason).
bool VerifyRowFilled(int row);
// Finds the filled area in a cell.
double CalculateCellFilledPercentage(int row, int column);
// Debug display, draws the table in the given color. If the table is not
// valid, the table and "best" grid lines are still drawn in the given color.
void Display(ScrollView* window, ScrollView::Color color);
protected:
// Clear the structure information.
void ClearStructure();
////////
//////// Lined tables
////////
// Verifies the lines do not intersect partitions. This happens when
// the lines are in column boundaries and extend the full page. As a result,
// the grid lines go through column text. The condition is detectable.
bool VerifyLinedTableCells();
////////
//////// Tables with whitespace
////////
// This is the function to change if you want to filter resulting tables
// better. Right now it just checks for a minimum cell count and such.
// You could add things like maximum number of ColPartitions per cell or
// similar.
bool VerifyWhitespacedTable();
// Find the columns of a table using whitespace.
void FindWhitespacedColumns();
// Find the rows of a table using whitespace.
void FindWhitespacedRows();
////////
//////// Functions to provide information about the table.
////////
// Calculates the whitespace around the table using the table boundary and
// the supplied grids (set_text_grid and set_line_grid).
void CalculateMargins();
// Update the table margins with the supplied grid. This is
// only called by calculate margins to use multiple grid sources.
void UpdateMargins(ColPartitionGrid* grid);
int FindVerticalMargin(ColPartitionGrid* grid, int start_x,
bool decrease) const;
int FindHorizontalMargin(ColPartitionGrid* grid, int start_y,
bool decrease) const;
// Calculates stats on the table, namely the median cell height and width.
void CalculateStats();
////////
//////// Functions to try to "fix" some table errors.
////////
// Given a whitespaced table, this looks for bordering lines that might
// be page layout boxes around the table. It is necessary to get the margins
// correct on the table. If the lines are not joined, the margins will be
// the distance to the line, which is not right.
void AbsorbNearbyLines();
// Nice utility function for finding partition gaps. You feed it a sorted
// list of all of the mins/maxes of the partitions in the table, and it gives
// you the gaps (middle). This works for both vertical and horizontal
// gaps.
//
// If you want to allow slight overlap in the division and the partitions,
// just scale down the partitions before inserting them in the list.
// Likewise, you can force at least some space between partitions.
// This trick is how the horizontal partitions are done (since the page
// skew could make it hard to find splits in the text).
//
// As a result, "0 distance" between closest partitions causes a gap.
// This is not a programmatic assumption. It is intentional and simplifies
// things.
//
// "max_merged" indicates both the minimum number of stacked partitions
// to cause a cell (add 1 to it), and the maximum number of partitions that
// a grid line can intersect. For example, if max_merged is 0, then lines
// are inserted wherever space exists between partitions. If it is 2,
// lines may intersect 2 partitions at most, but you also need at least
// 2 partitions to generate a line.
static void FindCellSplitLocations(const GenericVector<int>& min_list,
const GenericVector<int>& max_list,
int max_merged,
GenericVector<int>* locations);
////////
//////// Utility function for table queries
////////
// Counts the number of ColPartitions that intersect vertical cell
// division at this x value. Used by VerifyLinedTable.
int CountVerticalIntersections(int x);
int CountHorizontalIntersections(int y);
// Counts how many text partitions are in this box.
int CountPartitions(const TBOX& box);
////////
//////// Data members.
////////
// Input data, used as read only data to make decisions.
ColPartitionGrid* text_grid_; // Text ColPartitions
ColPartitionGrid* line_grid_; // Line ColPartitions
// Table structure.
// bounding box is a convenient external representation.
// cell_x_ and cell_y_ indicate the grid lines.
TBOX bounding_box_; // Bounding box
GenericVectorEqEq<int> cell_x_; // Locations of vertical divisions (sorted)
GenericVectorEqEq<int> cell_y_; // Locations of horizontal divisions (sorted)
bool is_lined_; // Is the table backed up by a line structure
// Table margins, set via CalculateMargins
int space_above_;
int space_below_;
int space_left_;
int space_right_;
int median_cell_height_;
int median_cell_width_;
// Filters, used to prevent awkward partitions from destroying structure.
int max_text_height_;
};
class TableRecognizer {
public:
TableRecognizer();
~TableRecognizer();
// Initialization code. Must be called after the constructor.
void Init();
////////
//////// Pre-recognize methods to initial table constraints.
////////
// Sets the grids used by the table. These can be changed between
// calls to Recognize. They are treated as read-only data.
void set_text_grid(ColPartitionGrid* text);
void set_line_grid(ColPartitionGrid* lines);
// Sets some additional constraints on the table.
void set_min_height(int height);
void set_min_width(int width);
// Filters text partitions that are ridiculously tall to prevent
// merging rows. Note that "filters" refers to allowing horizontal
// cells to slice through them on the premise that they were
// merged text rows during previous layout.
void set_max_text_height(int height);
// Given a guess location, the RecognizeTable function will try to find a
// structured grid in the area. On success, it will return a new
// StructuredTable (and assumes you will delete it). Otherwise,
// NULL is returned.
//
// Keep in mind, this may "overgrow" or "undergrow" the size of guess.
// Ideally, there is a either a one-to-one correspondence between
// the guess and table or no table at all. This is not the best of
// assumptions right now, but was made to try to keep things simple in
// the first pass.
//
// If a line structure is available on the page in the given region,
// the table will use the linear structure as it is.
// Otherwise, it will try to maximize the whitespace around it while keeping
// a grid structure. This is somewhat working.
//
// Since the combination of adjustments can get high, effort was
// originally made to keep the number of adjustments linear in the number
// of partitions. The underlying structure finding code used to be
// much more complex. I don't know how necessary this constraint is anymore.
// The evaluation of a possible table is kept within O(nlogn) in the size of
// the table (where size is the number of partitions in the table).
// As a result, the algorithm is capable of O(n^2 log n). Depending
// on the grid search size, it may be higher.
//
// Last note: it is possible to just try all partition boundaries at a high
// level O(n^4) and do a verification scheme (at least O(nlogn)). If there
// area 200 partitions on a page, this could be too costly. Effort could go
// into pruning the search, but I opted for something quicker. I'm confident
// that the independent adjustments can get similar results and keep the
// complextiy down. However, the other approach could work without using
// TableFinder at all if it is fast enough. It comes down to properly
// deciding what is a table. The code currently relies on TableFinder's
// guess to the location of a table for that.
StructuredTable* RecognizeTable(const TBOX& guess_box);
protected:
////////
//////// Lined tables
////////
// Returns true if the given box has a lined table within it. The
// table argument will be updated with the table if the table exists.
bool RecognizeLinedTable(const TBOX& guess_box, StructuredTable* table);
// Returns true if the given box has a large number of horizontal and
// vertical lines present. If so, we assume the extent of these lines
// uniquely defines a table and find that table via SolveLinedTable.
bool HasSignificantLines(const TBOX& guess);
// Given enough horizontal and vertical lines in a region, find a bounding
// box that encloses all of them (as well as newly introduced lines).
// The bounding box is the smallest box that encloses the lines in guess
// without having any lines sticking out of it.
// bounding_box is an in/out parameter.
// On input, it in the extents of the box to search.
// On output, it is the resulting bounding box.
bool FindLinesBoundingBox(TBOX* bounding_box);
// Iteration in above search.
// bounding_box is an in/out parameter.
// On input, it in the extents of the box to search.
// On output, it is the resulting bounding box.
bool FindLinesBoundingBoxIteration(TBOX* bounding_box);
////////
//////// Generic "whitespaced" tables
////////
// Returns true if the given box has a whitespaced table within it. The
// table argument will be updated if the table exists. Also note
// that this method will fail if the guess_box center is not
// mostly within the table.
bool RecognizeWhitespacedTable(const TBOX& guess_box, StructuredTable* table);
// Finds the location of a horizontal split relative to y.
// This function is mostly unused now. If the SolveWhitespacedTable
// changes much, it can be removed. Note, it isn't really as reliable
// as I thought. I went with alternatives for most of the other uses.
int NextHorizontalSplit(int left, int right, int y, bool top_to_bottom);
// Indicates that a table row is weak. This means that it has
// many missing data cells or very large cell heights compared.
// to the rest of the table.
static bool IsWeakTableRow(StructuredTable* table, int row);
// Input data, used as read only data to make decisions.
ColPartitionGrid* text_grid_; // Text ColPartitions
ColPartitionGrid* line_grid_; // Line ColPartitions
// Table constraints, a "good" table must satisfy these.
int min_height_;
int min_width_;
// Filters, used to prevent awkward partitions from destroying structure.
int max_text_height_; // Horizontal lines may intersect taller text.
};
} // namespace tesseract
#endif /* TABLERECOG_H_ */