Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A new Voronoi-based surface reconstruction algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Direct reconstruction of a displaced subdivision surface from unorganized points
Graphical Models - Pacific graphics 2001
Subdivision Surface Fitting to a Range of Points
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
LSM: A layer subdivision method for deformable object matching
Information Sciences: an International Journal
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In the paper, we propose a new method for isosurface construction. We apply a recursive subdivision scheme widely known in fractal terrain synthesis to create a hierarchical mesh over a set of volumetric points. The algorithm starts from an explicit polygonal mesh representing a cube. The main applies a wrapping-like projection in recursive manner with sampling volumetric space along a vector normal in both directions. The algorithm allows for geometry compression and isosurface reconstruction, and follows the idea of the level of detail (LoD). The method is illustrated by example of volumetric escape-time fractals.