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We present a practical algorithm for computing robust, multiscale curve and surface skeletons of 3D objects. Based on a model which follows an advection principle, we assign to each point on the skeleton a part of the object surface, called the collapse. The size of the collapse is used as a uniform importance measure for the curve and surface skeleton, so that both can be simplified by imposing a single threshold on this intuitive measure. The simplified skeletons are connected by default, without special precautions, due to the monotonicity of the importance measure. The skeletons possess additional desirable properties: They are centered, robust to noise, hierarchical, and provide a natural skeleton-to-boundary mapping. We present a voxel-based algorithm that is straightforward to implement and simple to use. We illustrate our method on several realistic 3D objects.
Computational Geometry and Object Modeling
Dennie Reniers, Alexandru Telea, Jarke van Wijk, "Computing Multiscale Curve and Surface Skeletons of Genus 0 Shapes Using a Global Importance Measure", IEEE Transactions on Visualization & Computer Graphics, vol. 14, no. , pp. 355-368, March/April 2008, doi:10.1109/TVCG.2008.23
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