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Producing the skeleton of a character

  • Part I: RIDT'98
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Electronic Publishing, Artistic Imaging, and Digital Typography (RIDT 1998)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 1375))

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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.

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Roger D. Hersch Jacques André Heather Brown

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© 1998 Springer-Verlag Berlin Heidelberg

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Gonczarowski, J. (1998). Producing the skeleton of a character. In: Hersch, R.D., André, J., Brown, H. (eds) Electronic Publishing, Artistic Imaging, and Digital Typography. RIDT 1998. Lecture Notes in Computer Science, vol 1375. Springer, Berlin, Heidelberg. https://doi.org/10.1007/BFb0053263

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  • DOI: https://doi.org/10.1007/BFb0053263

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-64298-5

  • Online ISBN: 978-3-540-69718-3

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