Fact-checked by Grok 2 weeks ago

Straight skeleton

In , the straight skeleton of a simple is a tree-like topological structure defined as the loci of the polygon's vertices during an inward shrinking process, in which each edge translates perpendicularly inward at a uniform speed while maintaining sharp corners at the wavefronts, until the wavefronts and collapse to a point. This results in a composed of straight-line segments that connect reflex vertices or intersection points, partitioning the into smaller polygonal cells. The concept was introduced in 1995 by Oswin Aichholzer, David Alberts, Franz Aurenhammer, and Bernd Gärtner specifically for simple polygons, providing a novel internal structure analogous to but distinct from the , as it uses bisectors rather than loci. In 1996, Aichholzer and Aurenhammer extended the definition to general polygonal figures, including those with holes and intersecting edges, broadening its applicability in . Key properties include its acyclic tree topology for simple polygons, ensuring no cycles in the graph, and its sensitivity to edge orientations, where concave angles cause contraction and angles lead to expansion. Computing the straight skeleton has been optimized over time, with algorithms achieving O(n log n) time for polygons and more general cases handled via propagation simulations. Straight skeletons find extensive use in architectural modeling, particularly for generating layouts in polygonal roofs and tent-like structures from ground plans. They also support polygon offsetting in , enabling robust inward or outward expansions without self-intersections, and have applications in terrain reconstruction from river networks, fold patterns, and for simulating shrinking shapes. Extensions to weighted variants, where edges propagate at different speeds, further enhance utility in and geographic information systems.

Fundamentals

Definition

The straight skeleton of a simple is derived from a continuous shrinking process in which the s of the move inward parallel to themselves at a uniform unit speed, while the vertices trace paths along the angular bisectors of their incident s until collisions occur. These collisions, known as events, include events where two non-adjacent s meet and collapse, and events where a vertex encounters a non-adjacent , causing the to branch. This process partitions the 's interior into cells associated with each original , with the emerging as the loci traced by the vertices during . Formally, for a simple P, the straight skeleton SS(P) is defined as a tree-like embedded in the , consisting of nodes and arcs. The nodes include the original vertices of P (as leaves) and internal split points (branching nodes of degree at least 3), while the arcs are straight-line segments representing the traces of moving vertices between events. The structure is acyclic and connects all original vertices, capturing the topological evolution of the shrinking . For example, consider a simple undergoing this shrinking process: the three move along their angle bisectors, meeting at the to form a Y-shaped that converges to a single central point, illustrating how the traces create branching straight segments. Unlike offset curves, which represent only the evolving boundaries of the shrinking , the straight skeleton captures the internal geometric structure through the vertex traces, providing a medial representation of the polygon's shape. The serves as a curved analog of the straight skeleton for smooth shapes, incorporating parabolic arcs where wavefronts from curved boundaries propagate.

Historical Development

The straight skeleton was formally introduced in 1995 by Oswald Aichholzer, David Alberts, Franz Aurenhammer, and Bernd Gärtner during a presentation at the 11th Annual Symposium on (SoCG), where it was defined as a novel internal structure for simple polygons composed of angular bisectors arising from a shrinking process. This work highlighted its utility for polygon offsetting and as a method for generating polygonal roofs over ground plans, marking its initial application in . The concept draws precedents from 19th-century developments in on parallel curves, serving as a polygonal counterpart to continuous constructions that preserve while shrinking boundaries inward. By formalizing these ideas for polygons, the straight skeleton provided a combinatorial analog suited to computational settings, evolving from informal geometric intuitions in to a rigorous . Key milestones include the analysis establishing that the straight skeleton is homotopy equivalent to the medial axis of a , revealing shared topological properties despite differing geometric definitions. In 2010, Stefan Huber and Martin Held advanced the field by investigating relations between straight skeletons and polygon triangulations, enabling more efficient computational strategies through flip-minimizing properties. Recent developments underscore growing recognition and practical integration. The library incorporated support for weighted straight skeletons in its 2023 update (version 5.6, released in June 2023), allowing positive weights on polygon edges to model variable shrinking speeds and facilitating applications like terrain generation. Over time, the straight skeleton has transitioned from ad-hoc tools in architectural roofing—where bisector-based designs intuitively modeled sloped surfaces—to a foundational in , influencing areas from map generalization to .

Properties

Construction Process

The construction of the straight skeleton of a simple begins with wavefront propagation, in which the polygon's edges move inward to themselves at a constant unit speed, maintaining parallelism as the polygon evolves over time t \geq 0. This process generates a shrinking W(P, t), where vertices of the polygon trace straight-line paths known as skeleton arcs, forming the skeleton as the union of these traces until the wavefront collapses. The propagation preserves the type of the original polygon and ensures that the skeleton captures the topological evolution without self-intersections in simple cases. During propagation, three primary types of events alter the wavefront's : vertex events, split events, and edge events. A vertex event occurs when two adjacent wavefront annihilate each other, typically at a convex vertex, causing the connecting wavefront to shrink to zero length and the two vertices to merge into a single point on the . A split event happens when the trace of a wavefront vertex intersects a non-adjacent wavefront , dividing that into two and creating a new branch in the . An edge event, often manifesting as a , arises when three wavefront meet simultaneously, forming a degree-3 without annihilating vertices. These events are processed in chronological order based on their occurrence time, updating the wavefront's structure accordingly. The resulting straight skeleton forms a planar straight-line (PSLG) composed of arcs meeting at nodes, where split and events produce degree-3 nodes, and events contribute degree-2 connections. For a simple with n , the skeleton is a with exactly n-2 nodes and $2n-3 arcs, partitioning the into n cells bounded by consecutive skeleton arcs and original . Each skeleton arc originates from a polygon vertex and follows the angular bisector of the interior angle at that vertex, directing the wavefront vertex's motion. The arc's length is determined by the offset distance t at which the associated event occurs, scaled by the vertex's propagation speed along the bisector, given by $1 / \sin(\alpha / 2), where \alpha is the interior angle. For instance, in a right-angled vertex (\alpha = \pi / 2), the speed is \sqrt{2}, extending the arc farther than at an acute angle. Reflex vertices, with interior angles greater than \pi, induce split events by tracing outward-expanding wavefront edges that intersect non-adjacent parts of the wavefront, thereby creating branches and increasing the skeleton's complexity. These events ensure the skeleton accommodates concavities, with each reflex vertex potentially generating multiple split points that fork the .

Geometric Characteristics

The straight skeleton of a simple without holes forms a connected and acyclic , known as a , comprising exactly n-2 nodes and $2n-3 arcs for an n-gon. This arises from the angular bisectors traced by the polygon's vertices during the inward offsetting process, partitioning the interior into n polygons. Topologically, the straight skeleton is equivalent to the , with both structures preserving the of the original by maintaining its connectivity and hole topology. In terms of uniqueness, the straight skeleton of a simple polygon is a well-defined and unique geometric object, determined solely by the polygon's boundary configuration without ambiguity in its construction for non-degenerate cases. Metric properties of the straight skeleton are tied to the offsetting process, where each arc along the skeleton corresponds to the propagation distance of wavefronts from the boundary edges, enabling precise computation of mitered offset curves at uniform distances t. Unlike the Euclidean distance metric of the medial axis, the straight skeleton's arcs facilitate straight-line offsets, minimizing deviations in boundary-parallel translations while capturing central loci in a linear fashion. Compared to the , which consists of straight segments and parabolic arcs derived from the centers of maximal inscribed disks, the straight skeleton exclusively features straight-line segments as portions of angular bisectors, resulting in simpler combinatorial complexity and avoiding curved elements near reflex vertices. This distinction leads to different offset behaviors: medial axis offsets produce curved fronts influenced by local curvatures, whereas straight skeleton offsets remain polygonal with mitered joins, better suited for applications requiring linear approximations of central structures. Additionally, the straight skeleton exhibits invariance under similarity transformations, including translations, rotations, and uniform scalings, as its defining bisector relations and tree topology remain unchanged relative to the polygon's shape.

Algorithms

Early Algorithms

The foundational algorithms for computing straight skeletons emerged in the mid-1990s, relying on discrete simulation of the 's inward offset process to trace movements along angular bisectors. These methods model the shrinking as a sequence of events, such as collapses and splits, processed in chronological order to construct the skeleton incrementally. The initial algorithm, proposed by Aichholzer et al. in 1995 for simple , adopts a simulation-based approach that maintains the current boundary configuration and detects collisions between moving wavefronts. It employs a to manage events ordered by their occurrence time, where each event's timing is determined by the from to opposing divided by the offset speed (assumed unit). For a with n , the algorithm processes O(n^2) potential split events and O(n) events, leading to a of O(n^2 \log n) due to operations, with O(n^2) space usage; a space-optimized variant without the queue achieves O(n^3) time but O(n) space. This framework was extended by Aichholzer and Aurenhammer in 1996 to planar straight-line graphs (PSLGs) with n vertices, incorporating a kinetic of the unswept region to track interactions more efficiently. The method simulates via , , and events in a , with events updating the as vertices sweep across spokes connecting boundary to interior points. The worst-case rises to O(n^3 \log n) owing to O(n^2) events in degenerate configurations, though practical performance often nears O(n \log n) for typical inputs; space remains O(n). Event timings are computed via distances to supporting lines, ensuring the emerges as the union of bisector segments. A significant improvement came from and Erickson in 1999, who applied kinetic data structures to prioritize pairwise vertex interactions during shrinkage, modeling the problem as finding nearest bichromatic pairs in a dynamic setting. This avoids exhaustive event checks by maintaining certificates for potential collisions, yielding a theoretical of O(n^{1+\epsilon} + n^{8/11 + \epsilon} r^{9/11 + \epsilon}) for polygons with r vertices (where \epsilon > 0 is arbitrary), but observed practical runtimes closer to O(n^2 \log n) for many cases due to efficient nearest-neighbor queries. For the special case of monotone polygons, where vertices can be sorted by y-coordinate and reflex chains are confined, an O(n \log n)-time , as proposed by Biedl, Brejová, and Vina in , exploits this structure via divide-and-conquer: recursively compute skeletons for subchains, merge using sorted lists to resolve splits without full . This leverages the linear number of events and avoids quadratic interactions. Early methods faced challenges in handling degenerate cases, such as collinear edges causing simultaneous multi-way splits or long chains leading to zero-length skeleton arcs, often resolved by assuming (no three bisectors concurrent) or perturbing inputs slightly to separate events. A high-level pseudocode outline for event-driven simulation in these algorithms emphasizes queue management and distance-based timing:
Initialize wavefront from input PSLG or polygon edges
Triangulate unswept region (for PSLG extension)
PriorityQueue eventQ  // ordered by time t

While eventQ not empty:
    nextEvent = eventQ.extractMin()
    if nextEvent invalid (superseded): continue
    Process event:
        if edgeEvent: collapse edge, trace bisector to [skeleton](/page/Skeleton)
        if splitEvent: split wavefront at [intersection](/page/Intersection), create new vertices
        if flipEvent: update triangulation spokes
    Update neighboring events in queue  // recompute distances to new boundaries
        For each adjacent wavefront segment:
            Compute min distance d to potential collision lines
            t = d / speed  // speed=1
            Invalidate old events, insert new if valid
Output [skeleton](/page/Skeleton) as union of traced bisectors
This structure ensures all collisions are detected, though update costs dominate in worst cases.

Recent Advancements

In 2010, Stefan Huber and Martin Held developed an efficient for computing straight skeletons of planar straight-line graphs, leveraging graphs as an intermediate structure. The approach utilizes wavefront propagation enhanced with exact predicates to handle degenerate cases robustly, achieving a worst-case of O(n^2 log n), where n is the total number of vertices; this often yields near-linear performance for typical polygons with few reflex vertices. Building on prior wavefront methods, Günther Eder and Martin Held introduced in a tailored for simple polygons, which processes events through batching and advanced geometric search structures. This method improves efficiency to an expected running time of O(n log n log r + r^{4/3 + ε}) for polygons with r reflex vertices, significantly reducing computational overhead for polygons with moderate reflex counts compared to earlier simulations. From 2020 onward, the library integrated robust implementations of straight skeleton computation for 2D polygons, employing exact arithmetic to ensure precision in the presence of floating-point issues. These implementations, detailed in works by Barba and collaborators, support both interior and exterior skeletons of polygons with holes. In 2023, extended this capability to positively weighted straight skeletons, enabling offset computations with varying edge speeds while maintaining exactness for positive weights. Advancing beyond planar cases, Anukul Maity, Mousumi Dutt, Arindam Biswas, and proposed in 2024 a combinatorial for straight skeletons of orthogonal polyhedra, achieving O(n log n) time through a face that systematically traverses cuboid decompositions. This method avoids wavefront simulation by applying discard rules to irrelevant parts, yielding a tree-like skeleton structure suitable for orthogonal geometries in applications like architectural modeling. For handling composite polygons, merging techniques have emerged to combine sub-skeletons efficiently, as explored in implementations that traverse and integrate skeletons of monotone chains via left-to-right processing. These approaches, integrated into tools like , enhance scalability for geographic information systems (GIS) by reducing recomputation in multi-polygon scenarios.

Applications

Architectural and Design Uses

The straight skeleton finds prominent use in architectural design for generating roof structures from polygonal building footprints. Its edges define ridge lines for sloped roofs, where the bisectors ensure that roof facets meet at equal angles, promoting even water drainage across the surface and optimizing material usage by creating minimal, efficient ridge networks. This application originated in 1995 with the work of Aichholzer et al., who proposed the skeleton as a tool for automatic roof construction over irregular ground plans, avoiding overlaps and ensuring complete coverage. In practice, for irregular building footprints, the straight skeleton computation simulates inward propagation from the polygon's edges. events, where three wavefronts converge, form lines that channel water to designated outlets while enhancing ; for instance, in a non-convex L-shaped , such events create intersecting valleys that divide the roof into hip and sections, as demonstrated in systems. This results in roofs that are both aesthetically balanced and functionally superior for drainage. Straight skeletons also support architectural offsetting by producing inward parallel curves for floor plans, walls, and site boundaries without self-intersections. Unlike simple translations that can cause overlaps in regions, the skeleton's mitered offsets maintain topological integrity, enabling reliable generation of inset layouts for setbacks or interior space planning. In and paper folding, bisectors derived from the straight skeleton guide crease patterns for flat-foldable models, particularly in the fold-and-cut problem. By folding along the skeleton's edges, a single straight cut can yield intricate unfolded shapes, as the creases align cut boundaries precisely; Demaine et al. showed this suffices for any planar straight-line graph, enabling designs like snowflakes from simple polygonal cuts. Integration of straight skeletons into CAD software facilitates these applications, with the CGAL library providing robust implementations for tools like CityEngine, which automates roof modeling over urban footprints. Similar capabilities appear in plugins for general CAD environments, streamlining the transition from plans to detailed architectural visualizations. As of 2024, open-source packages like raybevel have extended these tools for generating inset polygons, beveled shapes, and models from straight skeletons.

Computational and Analytical Uses

The straight skeleton functions as a homotopy-invariant descriptor for shape matching in , preserving the topological structure of polygons during comparisons and enabling robust assessment of similarity under small boundary perturbations. Unlike the , which can produce unstable parabolic arcs sensitive to minor changes, the straight skeleton's composition of straight-line segments provides greater stability, making it suitable for applications in and image processing where shapes may be deformed or noisy. For instance, in matching deformed polygons, the skeletons can be aligned using their topological , with similarity quantified by metrics such as the applied to corresponding arcs, allowing partial matches that tolerate local variations without requiring exhaustive boundary alignment. In graph drawing, the straight skeleton's tree-like topology facilitates the creation of for visualizing within bounded polygonal regions. By guiding placement along the skeleton's branches, algorithms can produce aesthetically pleasing, non-overlapping drawings that respect the polygon's constraints, such as embedding free trees inside simple polygons while minimizing edge crossings and preserving . This approach leverages the skeleton's branching to distribute nodes evenly, enhancing in applications like and diagrams. Geographic information systems (GIS) employ straight skeletons to extract centerlines from polygonal representations of linear features, such as roads or rivers, approximating straight medial paths that maintain topological consistency during map . The shrinking process inherent to skeleton construction naturally collapses areas while preserving , enabling automated derivation of centerlines from cadastral data without introducing self-intersections or topological errors. This method supports scale-dependent cartography by iteratively simplifying elongated polygons into linestrings that reflect central tendencies. Straight skeletons are instrumental in generating offset curves for computational manufacturing tasks, particularly in producing non-self-intersecting inward or outward polygons used in CNC toolpath planning. The skeleton defines mitered offsets by tracing vertex movements during polygon shrinking, ensuring sharp corners and avoiding loops that plague traditional parallel curve methods, thus facilitating efficient profiling of arbitrary shapes. This application is especially valuable for pocket , where precise boundary-parallel paths are required without excessive computation. Recent advancements as of 2024 include using straight s for skeleton-based keypoint generation in robotic ing of unknown objects, where the skeleton identifies stable grasp points on polygonal approximations of object boundaries.

Extensions

Weighted Variants

In weighted variants of the straight skeleton, each edge of the input is assigned a positive weight w_i > 0, interpreted as a measure such as material thickness in processes, which determines the inward propagation speed of the wavefront associated with that edge. The speed of edge i is defined as \sigma_i = 1 / w_i, ensuring that thicker edges (higher w_i) advance more slowly, while thinner ones propagate faster. The construction process adapts the standard wavefront propagation by incorporating these weights into event computations. Collision times between wavefronts are calculated using weighted distances, where the effective distance traveled by the wavefront of edge i in time t is t / w_i. This leads to offset distances scaled by the weights: for a uniform propagation parameter d, the physical offset for edge i is d / w_i. In cases of homogeneous weights (w_i = 1 for all i), the process reduces to the unweighted straight skeleton. The skeleton edges themselves remain straight lines. The resulting weighted straight skeleton retains the topological structure of a , connecting all skeleton nodes without cycles, provided all weights are positive. Unlike the unweighted case, it is not necessarily equivalent to the , as the varying propagation speeds alter the bisector loci and partitioning of the interior. These variants find applications in modeling anisotropic media, such as simulating directional in materials with heterogeneous properties, including generation with variable slopes or buffer zones in geographic information systems. Practical implementations include the CGAL library's Straight Skeleton package, released in version 5.6 in July 2023, which supports efficient 2D computation of weighted straight skeletons for simple polygons with positive edge weights using functions like create_interior_straight_skeleton_2 with weight parameters.

Higher-Dimensional Cases

The straight skeleton of a three-dimensional polyhedron is defined analogously to its two-dimensional counterpart by a wavefront propagation process, where each face of the polyhedron moves inward orthogonally to itself at a constant unit speed, and the vertices trace out straight-line segments until an event occurs. These events include edge events, where two adjacent faces meet along their common edge; face events, where three faces collapse onto a common vertex; and split events, where a wavefront vertex splits into multiple vertices upon encountering a non-adjacent face. The resulting straight skeleton is the union of these vertex traces, forming a collection of straight-line segments that connect at the event points and constitutes a planar graph embedded in three-dimensional space. The straight skeleton of a possesses several geometric properties, including monotonicity of its cells, meaning that the cells do not intersect themselves during the shrinking process, which ensures a well-defined topological . It forms a polyhedral whose faces are portions of the original polyhedron's faces bounded by the skeleton edges, providing a hierarchical useful for computations. For orthogonal polyhedra, where all faces are parallel to the coordinate planes, the straight skeleton simplifies significantly, as wavefronts align with the axes, leading to an efficient combinatorial that computes it in O(n \log n) time, where n is the number of vertices. In the general case for non-orthogonal polyhedra, the straight skeleton relates to three-dimensional s computed under polyhedral distance functions, particularly L_1 or L_\infty metrics for orthogonal instances, where the skeleton emerges as the of the polyhedron's vertices or facets under these norms. This equivalence allows the skeleton to be viewed as the set of points equidistant from multiple boundary facets in the specified metric, facilitating alternative computational approaches via Voronoi machinery. Extensions to higher dimensions generalize the construction by offsetting hyperplanes inward parallel to the facets of an n-dimensional at unit speed, with vertices tracing straight lines until analogous events involving multiple hyperplanes. In n dimensions, the straight skeleton corresponds to a under a defined by the 's facets, enabling continuous transitions between different metric-induced skeletons. Computational challenges in higher dimensions arise primarily from the increased complexity of events, where the number of potential interactions among O(n) facets can reach O(n^2), leading to algorithms with time complexity O(n^2 \log n) in the worst case for general polyhedra. Additionally, while the straight skeleton maintains homotopy equivalence to the input polyhedron, similar to the three-dimensional medial axis, this topological preservation complicates robust implementation due to the need to handle degenerate events and ensure stability under perturbations.

References

  1. [1]
    [PDF] straight skeletons of simple polygons
    The purpose of this paper is to introduce and discuss a new and interesting internal structure for simple polygons in the plane. The new structure, called the ...
  2. [2]
    Straight Skeleton of a Simple Polygon - Jeff Erickson
    The straight skeleton of a simple polygon is defined by shrinking the polygon by translating each of its edges at a fixed rate, keeping sharp corners at the ...
  3. [3]
    [PDF] Straight Skeletons for General Polygonal Figures in the Plane
    In the present paper, a novel type of skeleton, the straight skeleton of G, is ... Aichholzer, D. Alberts, F. Aurenhammer, and B. G artner, A novel type of ...
  4. [4]
    [PDF] Computing the Straight Skeleton of a Monotone Polygon in O(nlogn ...
    Aug 11, 2010 · In this paper, we propose a simple algorithm for drawing the straight skeleton of a monotone polygon. The time and space complexities of our ...
  5. [5]
    New in CGAL: Weighted Straight Skeletons and Straight Skeleton ...
    May 9, 2023 · Straight Skeletons are a fundamental tool in geometric modeling and computational geometry. They are used in a variety of applications, such as ...
  6. [6]
    A Novel Type of Skeleton for Polygons
    The straight skeleton is a new internal structure for polygons, made of straight line segments from angular bisectors, partitioning the interior into monotone ...Missing: quadrilateral | Show results with:quadrilateral
  7. [7]
    [PDF] A Straight Skeleton Approximating the Medial Axis
    Like the medial axis, the straight skeleton is defined by a wavefront propagation process. In this process, edges of the polygon move inward at a fixed rate.
  8. [8]
    Geometry
    Similarly to the way the medial axis is out by offset curves with round caps, the straight skeleton is swept out by offset polygons with mitered caps. See Fig. ...
  9. [9]
    [PDF] Straight Skeletons and their Relation to Triangulations - Stefan Huber
    We study straight skeletons of polygons and inves- tigate the dependence of the number of flip events of the classical wavefront propagation by Aichholzer and ...
  10. [10]
    [PDF] Computing Straight Skeletons and Motorcycle Graphs - Stefan Huber
    The straight skeleton is a geometric structure that is similar to generalized Voronoi diagrams. Straight skeletons were introduced to the field of ...
  11. [11]
    Skeletons and offsetting: A topological point of view - Stefan Huber
    Oct 21, 2017 · Straight skeletons are originally defined by offset curve (wavefront) propagation. For Voronoi diagrams, this is known as the grass fire model ...Missing: history | Show results with:history
  12. [12]
    [PDF] Polygon Decomposition based on the Straight Line Skeleton
    The medial axis is region-based and can be defined as the locus of centers of maximally inscribed disks. Variations of it include smoothed local symmetries [3] ...
  13. [13]
    A Novel Type of Skeleton for Polygons
    Nov 17, 1995 · The straight skeleton, S(P), is defined as the union of the pieces of angular bisectors traced out by polygon vertices during the shrinking ...
  14. [14]
    [PDF] Computing Straight Skeletons of Planar Straight-Line Graphs Based ...
    Aug 11, 2010 · Huber and M. Held. Straight Skeletons and their Re- lation to Triangulations. In Proc. 26th Europ. Workshop. Comput. Geom., pages 189 ...
  15. [15]
    On Implementing Straight Skeletons: Challenges and Experiences
    Jun 8, 2020 · Abstract. We present Cgal implementations of two algorithms for computing straight skeletons in the plane, based on exact arithmetic.
  16. [16]
    Finding the Straight Skeleton for 3D Orthogonal Polyhedrons
    Jul 23, 2024 · A combinatorial algorithm traverses a 3D polyhedron using cuboids, applying rules to discard parts, and then obtains the straight skeleton.
  17. [17]
    Implementing straight skeletons with exact arithmetic
    Held and Palfrader [17] define an additively weighted straight skeleton as the geometric graph whose edges are the traces of vertices of the wavefronts over the ...
  18. [18]
    CGAL 6.1 - 2D Straight Skeleton and Polygon Offsetting: User Manual
    A straight skeleton is a tree-like structure formed by inward moving wavefronts from a polygon's edges, traced by moving vertices.
  19. [19]
    Straight Skeleton for Modeling Roofs | GeometryFactory
    The CGAL 2D Straight Skeleton is used for modeling roofs in the Esri CityEngine, a software product for the efficient creation of 3D cities and buildings.Missing: history | Show results with:history
  20. [20]
    (PDF) Straight skeletons for binary shapes - ResearchGate
    PDF | This paper reviews the concept of straight skeletons, which is well known in computational geometry, and applies it to binary shapes that are used.
  21. [21]
    [PDF] The 25th Canadian Conference on Computational Geometry
    Aug 8, 2013 · The definition of the straight skeleton S(P) of a simple polygon P ... monotone with respect to the line through e [1, 2], and its ...<|control11|><|separator|>
  22. [22]
    [PDF] drawing free trees inside simple polygons using polygon skeleton
    Keywords: Graph drawing, simulated annealing, straight skeleton. 1 INTRODUCTION. Graphs are well-known structures that have many applications. Hence drawing.
  23. [23]
    [PDF] Area Collapse and Road Centerlines based on Straight Skeletons
    Based on the Straight Skeleton an area collapse that preserves topological constraints as well as a partial area collapse can be performed. An automatic method ...
  24. [24]
    [PDF] Mitered offset for profile machining
    As shown in Fig. 5, it is possible to use the straight skeleton for the profiling tool path generation. The straight skeleton of the polygon is.
  25. [25]
  26. [26]
  27. [27]
    Straight Skeletons of Three-Dimensional Polyhedra - SpringerLink
    We study the straight skeleton of polyhedra in 3D. We first show that the skeleton of voxel-based polyhedra may be constructed by an algorithm taking ...
  28. [28]
    [PDF] STRAIGHT SKELETONS From Plane to Space
    The straight skeleton is a piecewise linear structure that is defined by a self-parallel offsetting process. Given a polygon in the plane, the offsetting ...
  29. [29]
    Straight Skeletons and Mitered Offsets of Nonconvex Polytopes
    Aug 8, 2016 · We give a concise definition of mitered offset surfaces for nonconvex polytopes in R 3 , along with a proof of existence and a discussion of ...
  30. [30]
    [PDF] Straight Skeletons by Means of Voronoi Diagrams Under Polyhedral ...
    Aichholzer, D. Alberts, F. Aurenhammer, and. B. Gärtner. A novel type of skeleton for polygons. Jour- nal of Universal Computer Science ...
  31. [31]
    [PDF] Voronoi diagram of orthogonal polyhedra in two and three dimensions
    In 3D, an analogous equivalence of the straight skeleton of orthogonal polyhedra and the L∞ Voronoi diagram exists [4] and a complete analysis of 3D straight ...Missing: L1 | Show results with:L1
  32. [32]
    [PDF] Straight Skeletons by Means of Voronoi Diagrams Under Polyhedral ...
    In particular, the straight skeleton does not constitute a Voronoi diagram under some ap- propriate distance function. In this sense, straight skele- tons and ...