Two-dimensional, model-based, boundary matching using footprints
International Journal of Robotics Research
Decomposing polygon meshes for interactive applications
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
A Formulation of Boundary Mesh Segmentation
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Segmentation of 3D Meshes through Spectral Clustering
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Feature-based surface parameterization and texture mapping
ACM Transactions on Graphics (TOG)
Hierarchical mesh segmentation based on fitting primitives
The Visual Computer: International Journal of Computer Graphics
Simultaneous shape decomposition and skeletonization
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Mesh Segmentation - A Comparative Study
SMI '06 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2006
A planar-reflective symmetry transform for 3D shapes
ACM SIGGRAPH 2006 Papers
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
The progressive mesh compression based on meaningful segmentation
The Visual Computer: International Journal of Computer Graphics
Mesh scissoring with minima rule and part salience
Computer Aided Geometric Design - Special issue: Geometry processing
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In this paper, a hierarchical shape decomposition algorithm is proposed, which integrates the advantages of skeleton-based and minima-rule-based meaningful segmentation algorithms. The method makes use of new geometrical and topological functions of skeleton to define initial cutting critical points, and then employs salient contours with negative minimal principal curvature values to determine natural final boundary curves among parts. And sufficient experiments have been carried out on many meshes, and shown that our framework can provide more reasonable perceptual results than single skeleton-based [8] or minima-rule-based [15] algorithm. In addition, our algorithm not only can divide a mesh of any genus into a collection of genus zero, but also partition level-of-detail meshes into similar parts.