Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Topological considerations in isosurface generation extended abstract
VVS '90 Proceedings of the 1990 workshop on Volume visualization
An implicit surface polygonizer
Graphics gems IV
Guaranteeing the topology of an implicit surface polygonization for interactive modeling
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visualizing and Modeling Scattered Multivariate Data
IEEE Computer Graphics and Applications
Constructing Isosurfaces From CT Data
IEEE Computer Graphics and Applications
An Evaluation of Implicit Surface Tilers
IEEE Computer Graphics and Applications
Topologically defined iso-surfaces
DCGA '96 Proceedings of the 6th International Workshop on Discrete Geometry for Computer Imagery
GRIN'01 No description on Graphics interface 2001
Isosurface Reconstruction with Topology Control
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
The asymptotic decider: resolving the ambiguity in marching cubes
VIS '91 Proceedings of the 2nd conference on Visualization '91
IEEE Transactions on Visualization and Computer Graphics
Direct extraction of surface meshes from implicitly represented heterogeneous volumes
Computer-Aided Design
Mesh repair with user-friendly topology control
Computer-Aided Design
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Since the publication of the original Marching Cubes algorithm, numerous variations have been proposed for guaranteeing water-tight constructions of triangulated approximations of isosurfaces. Most approaches divide the 3D space into cubes that each occupy the space between eight neighboring samples of a regular lattice. The portion of the isosurface inside a cube may be computed independently of what happens in the other cubes, provided that the constructions for each pair of neighboring cubes agree along their common face. The portion of the isosurface associated with a cube may consist of one or more connected components, which we call sheets. The topology and combinatorial complexity of the isosurface is influenced by three types of decisions made during its construction: (1) how to connect the four intersection points on each ambiguous face, (2) how to form interpolating sheets for cubes with more than one loop, and (3) how to triangulate each sheet. To determine topological properties, it is only relevant whether the samples are inside or outside the object, and not their precise value, if there is one. Previously reported techniques make these decisions based on local-per cube-criteria, often using precomputed look-up tables or simple construction rules. Instead, we propose global strategies for optimizing several topological and combinatorial measures of the isosurfaces: triangle count, genus, and number of shells. We describe efficient implementations of these optimizations and the auxiliary data structures developed to support them.