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3D Skeletons Using Graphics Hardware
3D Skeletons Using Graphics Hardware Jonathan Bilodeau Chris Niski Outline Background Goal Method Find points that lie on the graph Extract vertices/edges from points Results Problems Future Work Background Two general techniques for computing shape descriptors Statistical shape descriptors Structural shape descriptors Statistical shape descriptors work well when comparing objects that cannot be deformed Also need to potentially store large amounts of data Background Structural shape descriptors are simple geometrical descriptions of a more complex model Generally the structural shape descriptor takes the form of a skeleton of the mesh Skeleton representation is efficient if properly computed as it takes up little space, and can compare deformed objects, as well as perform partial matching Computing the skeleton In 2D the traditional method of computing the skeleton is to use the Euclidian Distance Transform Basically find the center line of a 2d contour Another method is to use waves propagating inward from the surface Example borrowed from Mishas class notes The EDT is expensive to compute On2m for 2D On3m for 3D No good/fast 3D equivalent Usually mesh thinning is used to calculate the skeleton Goal Using graphics hardware, create a 3D graph of a model Slice the model along each coordinate axis Find 2D skeleton with GH, merge them Find intersection Extract graph Capture 3d axis information Intersection will remove random noise Simple transition to a graph only vertices and edges No sheets Method Voxelize the model Consider each slice of the volume along each axis Gives you a 2D contour Compute the skeleton of each 2D contour Method – Finding 2D skeleton Using Graphics hardware For each point on the contour draw a code centered on the point, pointing at the viewer. Read back the depth buffer Analogous to a distance transform Method – Finding 2D skeleton Look for discontinuities in the EDT Scan columns/rows looking for points where both neighbors are smalle
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