A new characterization of three-dimensional simple points
Pattern Recognition Letters
Decomposing polygon meshes for interactive applications
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the sixth ACM symposium on Solid modeling and applications
Skeleton Extraction of 3D Objects with Radial Basis Functions
SMI '03 Proceedings of the Shape Modeling International 2003
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Simultaneous shape decomposition and skeletonization
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
Defining and computing curve-skeletons with medial geodesic function
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Curve skeleton extraction from incomplete point cloud
ACM SIGGRAPH 2009 papers
Variational Curve Skeletons Using Gradient Vector Flow
IEEE Transactions on Pattern Analysis and Machine Intelligence
Point Cloud Skeletons via Laplacian Based Contraction
SMI '10 Proceedings of the 2010 Shape Modeling International Conference
Skeleton-based intrinsic symmetry detection on point clouds
Graphical Models
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In this paper, we propose a practical algorithm for extracting curve skeletons from a 3D shape represented by a triangular mesh. We first construct an initial skeleton graph by copying the connectivity and geometry information from the input mesh. We then perform iterative skeletonization over the nodes of the skeleton graph using coupled processes of graph contraction and surface clustering. In the contraction step, the skeleton graph is simplified and regularized with surface clustering: mesh vertices are clustered, while the positions of nodes in the skeleton graph are updated at the same time. Eventually, the skeleton graph is automatically simplified to an approximately-centered curve skeleton. Our algorithm naturally produces a skeleton-to-surface mapping, making the output skeletons directly applicable to skinning deformation.