@InProceedings  {felkel98sccg,
  UPDATE  = { 2003-12-12 },
  author =      { Felkel Petr and
                  Obdr{\v z}{\' a}lek, {\v S}t{\v e}p{\' a}n },
  title =       { Straight Skeleton Implementation },
  year =        { 1998 },
  booktitle =   { SCCG 98: Proceedings of the 14th Spring Conference on 
                  Computer Graphics },
  pages =       { 210--218 },
  editor =      { L{\'{a}}szl{\'{o}} Szirmay Kalos },
  publisher =   { Comenius University. Bratislava },
  month =       { 6 },
  day =         { 23--25 },
  venue =       { Budmerice, Slovakia },
  isbn =        { 80--223--0837--4 },
  annote =      { Straight skeleton (Angular Bisector Network, ABN) of a
                  planar polygon, which can be grasped as a modification of a
                  planar Voronoi diagram without parabolic arcs, has been
                  successfully used by Oliva et al. as a part of a system
                  for three dimensional reconstruction of objects from a given
                  set of 2D contours in parallel cross sections. The algorithm
                  itself is used for the construction of intermediate contour
                  layers during the reconstruction process, in order not to
                  create self intersected surface triangles or a surface with
                  holes. But -- Oliva's algorithm is not publicly available and
                  we have not found any other useful code on the net. We have
                  followed our older ideas [4] and implemented our version of
                  straight skeleton. Our algorithm runs in O ( nm + n log n )
                  time, where n denotes the total number of polygon vertices
                  and m the number of reflex ones. },
  authorship =  { 50-50 },
  psurl       = { Felkel.ps.gz
[compressed postscript, 146 kB]  },
}