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<item>
  <id>05653174</id>
  <dt>j</dt>
  <an>05653174</an>
  <augroup>
    <au>Sharf, Andrei</au>
    <au>Lewiner, Thomas</au>
    <au>Shamir, Ariel</au>
    <au>Kobbelt, Leif</au>
  </augroup>
  <ti>On-the-fly curve-skeleton computation for 3D shapes.</ti>
  <so>Comput. Graph. Forum 26, No. 3, 323-328 (2007).</so>
  <py>2007</py>
  <pu>Wiley-Blackwell, Oxford</pu>
  <lagroup>
    <la>EN</la>
  </lagroup>
  <ccgroup>
  </ccgroup>
  <utgroup>
  </utgroup>
  <cigroup>
  </cigroup>
  <ligroup>
    <li>doi:10.1111/j.1467-8659.2007.01054.x</li>
  </ligroup>
  <abgroup>
    <ab>Summary: The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.</ab>
    <rv></rv>
  </abgroup>
</item>