Hello,
To convert a 3D edge-connected skeleton into a face-connected skeleton, you can use morphological operations to enforce 6-connectivity. Here's the implementation of the same:
skeleton = rand(10, 10, 10) > 0.8;
faceConnectedSkeleton = false(size(skeleton));
cc = bwconncomp(skeleton, 26);
component = false(size(skeleton));
component(cc.PixelIdxList{i}) = true;
faceConnected = imerode(imdilate(component, strel('cube', 3)), strel('cube', 3));
faceConnectedSkeleton = faceConnectedSkeleton | faceConnected;
title('Original Edge-Connected Skeleton');
isosurface(faceConnectedSkeleton);
title('Face-Connected Skeleton');
- The 'skeleton' variable is a binary 3D matrix representing the initial edge-connected skeleton.
- 'bwconncomp' is used to label connected components in the skeleton using 26-connectivity.
- 'imdilate' and 'imerode' are used with a 3x3x3 structuring element to enforce face connectivity. This ensures that each voxel is connected to its 6 face neighbors.
- 'isosurface' is used to visualize the original and face-connected skeletons.
Refer to the following documentation links to read more about the respective functions:
This implementation provides a basic approach to converting an edge-connected skeleton to a face-connected one.