Title of article
Multiresolution Isosurface Extraction with Adaptive Skeleton Climbing
Author/Authors
TimPoston، نويسنده , , Tien-TsinWong ، نويسنده , , Pheng-AnnHeng، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 1998
Pages
11
From page
137
To page
147
Abstract
An isosurface extraction algorithm which can directly generate multiresolution isosurfaces from volume data is introduced. It generates low resolution isosurfaces, with 4 to 25 times fewer triangles than that generated by marching cubes algorithm, in comparable running times. By climbing from vertices (0-skeleton) to edges (1-skeleton) to faces (2-skeleton), the algorithm constructs boxes which adapt to the geometry of the true isosurface. Unlike previous adaptive marching cubes algorithms, the algorithm does not suffer from the gap-filling problem. Although the triangles in the meshes may not be optimally reduced, it is much faster than postprocessing triangle reduction algorithms. Hence the coarse meshes it produces can be used as the initial starts for the mesh optimization, if mesh optimality is the main concern.
Keywords
Volume rendering • MIP • splatting • shear warp
Journal title
Computer Graphics Forum
Serial Year
1998
Journal title
Computer Graphics Forum
Record number
404198
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