D. Brunner and G. Brunnett (Germany)
Modelling, Segmentation, Medial Axis, Skeleton Graph
We present a method for mesh segmentation based on the object skeleton graph. In this method, the triangle mesh is first transformed into a voxel representation. A thinning algorithm is employed to extract a voxel skeleton which is then transformed into a graph representation. The branching points of this graph are used to define the seg mentation of the mesh. A main focus of this article lies on the data structure used to manage the voxel set. Our rasterization is not based on equilateral cells, leading to an efficient data structure in terms of memory usage.
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