<h3>3D Straight Skeleton and Polyhedron Offsetting</h3>
<p>
In 3-dimensional space, an offset of a polyhedron is computed by<br />
shifting all facets inwards while keeping them parallel to their<br />
initial orientation. By following the moving vertices,<br />
the straight skeleton is revealed.<br />
The moving edges divide the polyhedron into cells<br />
with useful geometric properties, such as monotonicity.
</p>
<p>
Compared to straight skeletons of polygons in the plane,<br />
computing initial offsets is different: In the very first moment,<br />
vertices of degree greater than three have to be split.
</p>
<figure>
<img src="./StraightSkel_Pyramid.gif" alt="StraightSkel Pyramid" />
</figure>
<h3>Interested in this topic or an implementation?</h3>
<p>
You can find further information about the straight skeleton<br />
in some of my <a href="/index.php?nav=About%2FScientific_Research">publications</a>.
</p>
<p>
Furthermore, I would appreciate your getting in
<a href="/index.php?nav=Contact">contact</a>
with me.
</p>