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dc.contributor.authorFerley, Ericen_US
dc.contributor.authorCani-Gascuel, Marie-Pauleen_US
dc.contributor.authorAttali, Dominiqueen_US
dc.date.accessioned2015-02-15T18:23:10Z
dc.date.available2015-02-15T18:23:10Z
dc.date.issued1997en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00195en_US
dc.description.abstractWe present a new method to reconstruct an implicit representation of a branching object from a set of data points scattered on its surface. The method is based on the computation of a geometric skeleton inside the data set. This skeleton is simplified in order to filter noise and converted into skeletal elements - a graph of interconnected curves - that generate an implicit surface. We use Bezier triangles as extra skeletal elements to perform bulge free blends between branches while controlling the blend extent. The result is a smooth reconstruction of the object, that can be computed whatever its topology. The skeleton offers compact storage, and provides an underlying structure for the reconstructed object, making it easier to edit in a modeling or animation environment.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleSkeletal Reconstruction of Branching Shapesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume16en_US
dc.description.number5en_US
dc.identifier.doi10.1111/1467-8659.00195en_US
dc.identifier.pages283-293en_US


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