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
Automatic reconstruction of surfaces and scalar fields from 3D scans
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Spiraling edge: fast surface reconstruction from partially organized sample points
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Proceedings of the sixth ACM symposium on Solid modeling and applications
Exploiting Triangulated Surface Extraction Using Tetrahedral Decomposition
IEEE Transactions on Visualization and Computer Graphics
The Ball-Pivoting Algorithm for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Progressive point set surfaces
ACM Transactions on Graphics (TOG)
Hardware-Accelerated Reconstruction of Polygonal Isosurface Representations on Unstructured Grids
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Parameterization-free projection for geometry reconstruction
ACM SIGGRAPH 2007 papers
Surface reconstruction from noisy point clouds
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Reconstruction of solid models from oriented point sets
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Sorting networks and their applications
AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
Efficient surface reconstruction from noisy data using regularized membrane potentials
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
SMI 2012: Full Consensus meshing
Computers and Graphics
Advances in Engineering Software
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A GPU capable method for surface reconstruction from unorganized point clouds without additional information, called GLT (GPU Local Triangulation), is presented. The main objective of this research is the generation of a GPU interpolating reconstruction based on local Delaunay triangulations, inspired by a pre-existing reconstruction algorithm. Current graphics hardware accelerated algorithms are approximating approaches, where the final triangulation is usually performed through either marching cubes or marching tetrahedras. GPUcompatible methods and data structures to perform normal estimation and the local triangulation have been developed, plus a variation of the Bitonic Merge Sort algorithm to work with multi-lists. Our method shows an average gain of one order of magnitude over previous research.