Topology matching for fully automatic similarity estimation of 3D shapes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Partitioning 3D Surface Meshes Using Watershed Segmentation
IEEE Transactions on Visualization and Computer Graphics
Three-Dimensional Topology Preserving Reduction on the 4-Subfields
IEEE Transactions on Pattern Analysis and Machine Intelligence
Loops in reeb graphs of 2-manifolds
Proceedings of the nineteenth annual symposium on Computational geometry
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Approximate convex decomposition of polygons
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Fair morse functions for extracting the topological structure of a surface mesh
ACM SIGGRAPH 2004 Papers
Simplifying Flexible Isosurfaces Using Local Geometric Measures
VIS '04 Proceedings of the conference on Visualization '04
Shape segmentation using local slippage analysis
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Robust Centerline Extraction Framework Using Level Sets
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 1 - Volume 01
Robust on-line computation of Reeb graphs: simplicity and speed
ACM SIGGRAPH 2007 papers
Defining and computing curve-skeletons with medial geodesic function
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Consistent mesh partitioning and skeletonisation using the shape diameter function
The Visual Computer: International Journal of Computer Graphics
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Curve-Skeleton Extraction Using Iterative Least Squares Optimization
IEEE Transactions on Visualization and Computer Graphics
Curve skeleton extraction from incomplete point cloud
ACM SIGGRAPH 2009 papers
A benchmark for 3D mesh segmentation
ACM SIGGRAPH 2009 papers
Construction of Iso-Contours, Bisectors, and Voronoi Diagrams on Triangulated Surfaces
IEEE Transactions on Pattern Analysis and Machine Intelligence
3D medial axis point approximation using nearest neighbors and the normal field
The Visual Computer: International Journal of Computer Graphics
A functional-based segmentation of human body scans in arbitrary postures
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
A topological hierarchy for functions on triangulated surfaces
IEEE Transactions on Visualization and Computer Graphics
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We propose a method to extract a kinematic skeleton from an articulated 3D model. Unlike the curve skeleton which concentrates on the abstract structure of given model, we aim to obtain the skeleton with accurate joint positions, which can be directly used for character rigging and animation. Restricting our focus on the articulated body, we construct its skeleton in a bottom-up manner starting from a set of automatically obtained feature points. Our method is a hybrid approach combining the advantages of topology-based and geometry-based methods using the Morse theory and the shape descriptor. It does not require manually-chosen feature points or markers, and is independent of both postures and the number of branches of the given model. Experiments show that our method can efficiently extract kinematic skeletons of various kinds of articulated bodies, and also that the results can be directly applied to the character rigging.