Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Zippered polygon meshes from range images
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
New techniques for topologically correct surface reconstruction
Proceedings of the conference on Visualization '00
Proceedings of the sixth ACM symposium on Solid modeling and applications
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Delaunay based shape reconstruction from large data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Modelling with implicit surfaces that interpolate
ACM Transactions on Graphics (TOG)
The Ball-Pivoting Algorithm for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
A greedy Delaunay-based surface reconstruction algorithm
The Visual Computer: International Journal of Computer Graphics
An adaptive MLS surface for reconstruction with guarantees
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Poisson surface reconstruction
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Provably good moving least squares
ACM Transactions on Algorithms (TALG)
On surface reconstruction: A priority driven approach
Computer-Aided Design
Surface reconstruction from point clouds by transforming the medial scaffold
Computer Vision and Image Understanding
Provable surface reconstruction from noisy samples
Computational Geometry: Theory and Applications
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This paper presents a new high-performance method for triangular mesh generation based on a mesh-growing approach. Starting from a seed triangle, the algorithm grows the triangular mesh by selecting a new point based on the Gabriel 2-Simplex criterion. This criterion can be considered to be a good approximation of the 2D Delaunay if the point cloud is well-sampled and not too rough. The performance of the proposed method is compared with that of the Cocone family and that of Ball Pivoting as regards the tessellation rate and the quality of the surface being generated from some benchmark point clouds and artificially noised test cases. The results are analysed and critically discussed.