Extracting 3D mesh skeletons using antipodal points locations

Farag, Sara, Abdelrahman, Wael, Creighton, Douglas and Nahavandi, Saeid 2013, Extracting 3D mesh skeletons using antipodal points locations, in UKSim 2013 : Proceedings of the 15th International Conference on Computer Modelling and Simulation, IEEE Computer Society, Piscataway, N.J., pp. 135-139, doi: 10.1109/UKSim.2013.78.

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Title Extracting 3D mesh skeletons using antipodal points locations
Author(s) Farag, Sara
Abdelrahman, Wael
Creighton, DouglasORCID iD for Creighton, Douglas orcid.org/0000-0002-9217-1231
Nahavandi, SaeidORCID iD for Nahavandi, Saeid orcid.org/0000-0002-0360-5270
Conference name Computer Modelling and Simulation. International Conference (15th : 2013 : Cambridge, England)
Conference location Cambridge, England
Conference dates 10-12 Apr. 2013
Title of proceedings UKSim 2013 : Proceedings of the 15th International Conference on Computer Modelling and Simulation
Editor(s) [Unknown]
Publication date 2013
Conference series Computer Modelling and Simulation International Conference
Start page 135
End page 139
Total pages 5
Publisher IEEE Computer Society
Place of publication Piscataway, N.J.
Summary Finding the skeleton of a 3D mesh is an essential task for many applications such as mesh animation, tracking, and 3D registeration. In recent years, new technologies in computer vision such as Microsoft Kinect have proven that a mesh skeleton can be useful such as in the case of human machine interactions. To calculate the 3D mesh skeleton, the mesh properties such as topology and its components relations are utilized. In this paper, we propose the usage of a novel algorithm that can efficiently calculate a vertex antipodal point. A vertex antipodal point is the diametrically opposite point that belongs to the same mesh. The set of centers of the connecting lines between each vertex and its antipodal point represents the 3D mesh desired skeleton. Post processing is completed for smoothing and fitting centers into optimized skeleton parts. The algorithm is tested on different classes of 3D objects and produced efficient results that are comparable with the literature. The algorithm has the advantages of producing high quality skeletons as it preserves details. This is suitable for applications where the mesh skeleton mapping is required to be kept as much as possible.
ISBN 9780769549941
Language eng
DOI 10.1109/UKSim.2013.78
Field of Research 080103 Computer Graphics
Socio Economic Objective 890202 Application Tools and System Utilities
HERDC Research category E1 Full written paper - refereed
Persistent URL http://hdl.handle.net/10536/DRO/DU:30055215

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