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On-the-fly curve-skeleton computation for 3D shapes

机译:3D形状的动态曲线骨架计算

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摘要

The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruct ion technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.
机译:3D对象的曲线骨架是其3D形状的抽象几何和拓扑表示。它将几何上有意义的部分的空间关系映射到图结构。该图的每个圆弧代表直径或厚度大致恒定的对象的一部分,并近似于其中心线。这使得曲线骨骼适合于描述和处理诸如动画角色之类的关节对象。我们提出了一种算法,可以从点云和多边形网格中实时提取此类骨架。该算法基于可捕获对象体积形状的可变形模型演化。变形模型涉及多个竞争前沿,这些竞争前沿以粗略到精细的方式在对象内部演化。我们首先跟踪这些前沿的中心,然后合并并过滤生成的弧以获取对象的曲线骨架。该过程继承了重建离子技术的鲁棒性,能够应对嘈杂的输入,复杂的几何形状和复杂的拓扑。它创建对象的自然分割,并为每个线段计算一条中心曲线,同时保持骨骼和对象边界之间的完全对应。

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