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From 3D Discrete Surface Skeletons to Curve Skeletons

机译:从3D离散曲面骨架到曲线骨架

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摘要

An algorithm to compute the curve skeleton of a 3D object starting from its surface skeleton is presented. The voxels of the surface skeleton are suitably classified to compute the geodesic distance transform of the surface skeleton and to identify anchor points. Voxels are examined in increasing distance order and are removed, provided that they are not anchor points and are not necessary to preserve topology. The resulting curve skeleton is topologi-cally equivalent to the surface skeleton and reflects its geometry.
机译:提出了一种从3D对象的曲面骨架开始计算其曲线骨架的算法。对表面骨架的体素进行适当分类,以计算表面骨架的测地距离变换并识别锚点。如果体素不是锚点并且对于保留拓扑不是必需的,则将按递增的距离顺序检查体素并将其删除。生成的曲线骨架在拓扑上等同于曲面骨架,并反映其几何形状。

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