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Producing the Skeleton of a Character

机译:制作角色的骨骼

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摘要

We present an algorithm that produces a skeleton for an outline character. The algorithm precisely finds the strokes in the skeleton by using the centers of the curves in the character, and by scanning the character in prescribed scan-line directions. Gaps (which are caused by only scanning at angles) are then filled and unwanted curves/strokes are then deleted. This scanning process leaves holes at points where a topological change occurs. The filling of these holes is done by a heuristic method: First, short curves at the ends of strokes are ignored; then, the strokes are lengthened by smoothly adding straight lines, and the lines opposite each other are connected.rnThe proposed algorithm is demonstrated with several characters, also showing the limitation of the algorithm at its last step.
机译:我们提出一种产生轮廓字符骨架的算法。该算法通过使用字符中曲线的中心并在指定的扫描线方向上扫描字符来精确地找到骨骼中的笔划。然后填充间隙(仅由角度扫描引起),然后删除不需要的曲线/笔触。该扫描过程在发生拓扑变化的点上留下了孔。通过启发式方法填充这些孔:首先,忽略笔画末端的短曲线;然后,笔划通过平滑地增加直线来加长,并且将彼此相对的线连接起来。所提出的算法用几个字符进行了演示,也表明了算法在最后一步的局限性。

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