2012
DOI: 10.1007/s00371-012-0721-0
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Skeleton growing: an algorithm to extract a curve skeleton from a pseudonormal vector field

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Cited by 7 publications
(6 citation statements)
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“…The system however does not generate the skeleton automatically from the given mesh as proposed by Pantuwong.N [Pantuwong and Sugimoto 2012] [Pantuwong and Sugimoto 2011] , Baran. I [ Baran and Popović 2007] and Aujay.G.…”
Section: Exclusionsmentioning
confidence: 99%
See 1 more Smart Citation
“…The system however does not generate the skeleton automatically from the given mesh as proposed by Pantuwong.N [Pantuwong and Sugimoto 2012] [Pantuwong and Sugimoto 2011] , Baran. I [ Baran and Popović 2007] and Aujay.G.…”
Section: Exclusionsmentioning
confidence: 99%
“…The technique used by Wade [Wade 2000] is to approximate the medial surface by finding discontinuities in the distance field, but they use it to construct a skeleton tree. The proposed algorithm by Pantuwong [Pantuwong and Sugimoto 2012] uses high-curvature boundary voxels to search for a set of critical points and skeleton branches near high-curvature areas.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The technique used by Wade [7] is to approximate the medial surface by finding discontinuities in the distance field. The proposed algorithm by Pantuwong [8] uses high-curvature boundary voxels to search for a set of critical points and skeleton branches near high-curvature areas. Whereas in a different approach, Pantuwong proposes a technique of automatically generating inverse kinematics based skeleton using skeleton extraction from the volume of character mesh [9].…”
Section: Related Workmentioning
confidence: 99%
“…The technique used by Wade [8]is to approximate the medial surface by finding discontinuities in the distance field, but they use it to construct a skeleton tree. The proposed algorithm by Pantuwong [9]uses high-curvature boundary voxels to search for a set of critical points and skeleton branches near high-curvature areas.Whereas, in a different approach, Pantuwong proposes a technique of automatically generating inverse kinematics based skeleton using skeleton extraction from the volume of character mesh [10]. In contrast, Baran develops a prototype system called Pinocchio where he implements a method of generating Skelton and automatically attaching it to the character's skin/mesh [11].…”
Section: Related Workmentioning
confidence: 99%