Producing the skeleton of a character
Identifieur interne : 002205 ( Main/Exploration ); précédent : 002204; suivant : 002206Producing the skeleton of a character
Auteurs : Jakob Gonczarowski [Israël]Source :
- Lecture Notes in Computer Science [ 0302-9743 ] ; 1998.
Abstract
Abstract: We present an algorithm that produces a skeleton for an outline character. The algorithm precisely finds the strokes in the skeleton by using the centers of the curves in the character, and by scanning the character in prescribed scanline directions. Gaps (which are caused by only scanning at angles) are then filled and unwanted curves/strokes are then deleted. This scanning process leaves holes at points where a topological change occurs. The filling of these holes is done by a heuristic method: First, short curves at the ends of strokes are ignored; then, the strokes are lengthened by smoothly adding straight lines, and the lines opposite each other are connected. The proposed algorithm is demonstrated with several characters, also showing the limitation of the algorithm at its last step.
Url:
DOI: 10.1007/BFb0053263
Affiliations:
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Le document en format XML
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<front><div type="abstract" xml:lang="en">Abstract: We present an algorithm that produces a skeleton for an outline character. The algorithm precisely finds the strokes in the skeleton by using the centers of the curves in the character, and by scanning the character in prescribed scanline directions. Gaps (which are caused by only scanning at angles) are then filled and unwanted curves/strokes are then deleted. This scanning process leaves holes at points where a topological change occurs. The filling of these holes is done by a heuristic method: First, short curves at the ends of strokes are ignored; then, the strokes are lengthened by smoothly adding straight lines, and the lines opposite each other are connected. The proposed algorithm is demonstrated with several characters, also showing the limitation of the algorithm at its last step.</div>
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