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On-the-fly Curve-skeleton Computation for 3D Shapes
Authors:Andrei Sharf  Thomas Lewiner  Ariel Shamir  Leif Kobbelt
Affiliation:School of Computer Science, Tel Aviv University;Departament of Mathematics, PUC—Rio de Janiero;Efi Arazi School of Computer Science, The Interdisciplinary Center, Herzliya;Computer Graphics Group, RWTH Aachen
Abstract:The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.
Keywords:I  3  3 [Computer Graphics]: Curve Generation
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