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dc.contributor.authorReniers, Dennieen_US
dc.contributor.authorTelea, Alexandruen_US
dc.date.accessioned2015-02-21T17:59:51Z
dc.date.available2015-02-21T17:59:51Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01330.xen_US
dc.description.abstractWe present a new method for decomposing a 3D voxel shape into disjoint segments using the shape s simplified surface-skeleton. The surface skeleton of a shape consists of 2D manifolds inside its volume. Each skeleton point has a maximally inscribed ball that touches the boundary in at least two contact points. A key observation is that the boundaries of the simplified fore- and background skeletons map one-to-one to increasingly fuzzy, soft convex, respectively concave, edges of the shape. Using this property, we build a method for segmentation of 3D shapes which has several desirable properties. Our method segments both noisy shapes and shapes with soft edges which vanish over low-curvature regions. Multiscale segmentations can be obtained by varying the simplification level of the skeleton. We present a voxel-based implementation of our approach and illustrate it on several realistic examples.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePatch-type Segmentation of Voxel Shapes using Simplified Surface Skeletonsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01330.xen_US
dc.identifier.pages1837-1844en_US


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  • 27-Issue 7
    Pacific Graphics 2008 - Special Issue

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