Patch-type Segmentation of Voxel Shapes using Simplified Surface Skeletons
Dennie Reniers, Alexandru Telea
In Computer Graphics Forum, 27(7), 2008.
Abstract: We present a new method for decomposing a 3D voxel shape into disjoint segments using the shape's simplified surface-skeleton. The surface skeleton of a shape consists of 2D manifolds inside its volume. Each skeleton point has a maximally inscribed ball that touches the boundary in at least two contact points. A key observation is that the boundaries of the simplified fore- and background skeletons map one-to-one to increasingly fuzzy, soft convex, respectively concave, edges of the shape. Using this property, we build a method for segmentation of 3D shapes which has several desirable properties. Our method segments both noisy shapes and shapes with soft edges which vanish over low-curvature regions. Multiscale segmentations can be obtained by varying the simplification level of the skeleton. We present a voxel-based implementation of our approach and illustrate it on several realistic examples.
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2008.01330.x
BibTeX format:
@article{Reniers:2008:PSO,
  author = {Dennie Reniers and Alexandru Telea},
  title = {Patch-type Segmentation of Voxel Shapes using Simplified Surface Skeletons},
  journal = {Computer Graphics Forum},
  volume = {27},
  number = {7},
  pages = {1837--1844},
  year = {2008},
}
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