Extracting 3D Mesh Skeletons Using Antipodal Points Locations

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.

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