Abstract
The problem of obtaining the skeleton of a digitized figure is reduced to an optimal policy problem. A hierarchy of methods of defining the skeleton is proposed; in the more complicated ones, the skeleton is relatively invariant under rotation. Two algorithms for computing the skeleton are defined, and the corresponding computer programs are compared. A criterion is proposed for determining the most significant skeleton points. © 1968, ACM. All rights reserved.
Cite
CITATION STYLE
Montanari, U. (1968). A Method for Obtaining Skeletons Using a Quasi-Euclidean Distance. Journal of the ACM (JACM), 15(4), 600–624. https://doi.org/10.1145/321479.321486
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