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dc.contributor.authorTelea, Alexandruen_US
dc.contributor.authorJalba, Andrei C.en_US
dc.contributor.editorHamish Carr and Silvester Czanneren_US
dc.date.accessioned2013-11-08T10:32:02Z
dc.date.available2013-11-08T10:32:02Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905673-93-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG12/099-106en_US
dc.description.abstractSkeletons are powerful shape descriptors with many applications in shape processing, reconstruction and matching. In this paper we show that in 3D, curve skeletons can be extracted from surface skeletons in the same manner as surface skeletons can be computed from 3D object representations. Thus, the curve skeleton is conceptually the result of a recursion applied twice to a given 3D shape. To compute them, we propose an explicit advection of the surface skeleton in the implicitly-computed gradient of its distance-transform field. Through this process, surface skeleton points collapse into the sought curve skeleton. As a side result, we show how to reconstruct accurate and smooth surface skeletons from point-cloud representations thereof. Finally, we compare our method to existing state-of-the-art approaches.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectCurveen_US
dc.subjectsurfaceen_US
dc.subjectsoliden_US
dc.subjectand object representationsen_US
dc.titleComputing Curve Skeletons from Medial Surfaces of 3D Shapesen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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