Abstract
A curve-skeleton of a 3D object is a stick-like figure or centerline representation of that object. It is used for diverse applications, including virtual colonoscopy and animation. In this paper, we introduce the concept of hierarchical curve-skeletons and describe a general and robust methodology that computes a family of increasingly detailed curve-skeletons. The algorithm is based upon computing a repulsive force field over a discretization of the 3D object and using topological characteristics of the resulting vector field, such as critical points and critical curves, to extract the curve-skeleton. We demonstrate this method on many different types of 3D objects (volumetric, polygonal and scattered point sets) and discuss various extensions of this approach.
Original language | English (US) |
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Pages (from-to) | 945-955 |
Number of pages | 11 |
Journal | Visual Computer |
Volume | 21 |
Issue number | 11 |
DOIs | |
State | Published - Oct 1 2005 |
All Science Journal Classification (ASJC) codes
- Software
- Computer Vision and Pattern Recognition
- Computer Graphics and Computer-Aided Design
Keywords
- 3D curve-skeleton
- Repulsive force field