Abstract
We first propose for digital surfaces a notion analogous to the notion of strong homotopy which exists in 3D [1]. We presentan associated parallel thinning algorithm. The surface of an object composed of voxels is a seto f surfels (faces of voxels) which is the boundary between this object and its complementary. But this representation is not the classical one to visualize and to work on 3D objects, in frameworks like Computer Assisted Geometric Design (CAGD). For this reason we propose a method for passing e.ciently from a representation to the other. More precisely, we present a three-step algorithm to polyhedrize the boundary of a voxel object which uses the parallel thinning algorithm presented above. This method is speci.cally adapted to digital objects and is much more e.cient than such existing methods [12]. Some examples are shown, and a method to make the reverse operation (discretization) is briefly presented.
The authors’ new permanent address is: LLAIC1 - IUT Département Informatique, BP 86, 63172 AUBIERE Cédex
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Burguet, J., Malgouyres, R. (2000). Strong Thinning and Polyhedrization of the Surface of a Voxel Object. In: Borgefors, G., Nyström, I., di Baja, G.S. (eds) Discrete Geometry for Computer Imagery. DGCI 2000. Lecture Notes in Computer Science, vol 1953. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-44438-6_19
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DOI: https://doi.org/10.1007/3-540-44438-6_19
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