non-flat gray morphology ultimate point (is there an evop to assign unique blob colors?) double threshold hitmiss, how to make it easier? draw kernel skeleton pruning * prune N steps * prune until convergence * anchored skeleton rank hit and miss =============== method to restore spots? using distance? texture restore predictor? DIC: threshold -> distance -> watershed? DIC: granu, several passes of DoC, find best match of sigma -> sigma map.