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A Straight Skeleton Approximating the Medial Axis

机译:笔直的骨架近似于中间轴

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摘要

We propose the linear axis, a new skeleton for polygonal shapes. It is related to the medial axis and the straight skeleton, being the result of a wavefront propagation process. The wavefront is linear and propagates by translating edges at constant speed. The initial wavefront is an altered version of the original polygon: zero-length edges are added at reflex vertices. The linear axis is a subset of the straight skeleton of the altered polygon. In this way, the counter-intuitive effects in the straight skeleton caused by sharp reflex vertices are alleviated. We introduce the notion of ε-equivalence between two skeletons, and give an algorithm that computes the number of zero-length edges for each reflex vertex which yield a linear axis ?-equivalent to the medial axis. This linear axis and thus the straight skeleton can be computed from the medial axis in linear time for polygons with a constant number of "nearly co-circular" sites. All previous algorithms for straight skeleton computation are sub-quadratic.
机译:我们提出了线性轴,这是多边形的新骨架。它与中轴和笔直骨架有关,是波前传播过程的结果。波前是线性的,并且通过以恒定速度平移边缘来传播。初始波前是原始多边形的更改版本:在反射顶点处添加了零长度的边。线性轴是更改后的多边形的直骨架的子集。这样,减轻了由尖锐的反射顶点引起的笔直骨骼中的反直觉效果。我们介绍了两个骨骼之间的ε等价的概念,并给出了一种算法,该算法计算每个反射顶点的零长度边的数量,从而产生与中间轴等效的线性轴。对于具有恒定数量的“近于共圆”位点的多边形,可以从线性轴中的中间轴计算此线性轴,从而计算出笔直的骨架。以前所有用于直接骨架计算的算法都是次二次的。

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