Open AccessPosted Content
Real-time Skeletonization for Sketch-based Modeling
TL;DR: In this article, the skeleton is extracted from the processed polygon stroke and forms a subpart along with the sub-mesh, then the local sub-skeletons are connected according to the intersecting relationships and the modeling sequence of subparts.
read more
Abstract: Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current approaches are far from real-time and lack the flexibility to control the skeleton complexity. In this paper, we present an efficient skeletonization method, which can be seamlessly integrated into the sketch-based modeling process in real-time. The method contains three steps: local sub-skeleton extraction; sub-skeleton connection; and global skeleton refinement. Firstly, the local skeleton is extracted from the processed polygon stroke and forms a subpart along with the sub-mesh. Then, local sub-skeletons are connected according to the intersecting relationships and the modeling sequence of subparts. Lastly, a global refinement method is proposed to give users coarse-to-fine control on the connected skeleton. We demonstrate the effectiveness of our method on a variety of examples created by both novices and professionals.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
References
Surface simplification using quadric error metrics
Michael Garland,Paul S. Heckbert +1 more
- 03 Aug 1997
TL;DR: This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.
Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator
Jonathan Richard Shewchuk
- 27 May 1996
TL;DR: Triangle as discussed by the authors is a robust implementation of two-dimensional constrained Delaunay triangulation and Ruppert's Delaunayer refinement algorithm for quality mesh generation, and it is shown that the problem of triangulating a planar straight line graph (PSLG) without introducing new small angles is impossible for some PSLGs.
Implicit fairing of irregular meshes using diffusion and curvature flow
Mathieu Desbrun,Mark Meyer,Peter Schröder,Alan H. Barr +3 more
- 01 Jul 1999
TL;DR: Methods to rapidly remove rough features from irregularly triangulated data intended to portray a smooth surface are developed and it is proved that these curvature and Laplacian operators have several mathematically-desirable qualities that improve the appearance of the resulting surface.
Building skeleton models via 3-D medial surface/axis thinning algorithms
TL;DR: An efficient three-dimensional (3-D) parallel thinning algorithm for extracting both the medial surfaces and the medial axes of a 3-D object and its use in defect analysis of objects produced by casting and forging is discussed.
1.6K
Algorithm 447: efficient algorithms for graph manipulation
TL;DR: Efficient algorithms are presented for partitioning a graph into connected components, biconnected components and simple paths and each iteration produces a new path between two vertices already on paths.
1.1K