Transport and anisotropic diffusion in time-dependent flow visualization
Proceedings of the conference on Visualization '01
Anisotropic Diffusion in Vector Field Visualization on Euclidean Domains and Surfaces
IEEE Transactions on Visualization and Computer Graphics
A Phase Field Model for Continuous Clustering on Vector Fields
IEEE Transactions on Visualization and Computer Graphics
Discrete multiscale vector field decomposition
ACM SIGGRAPH 2003 Papers
Display of Vector Fields Using a Reaction-Diffusion Model
VIS '04 Proceedings of the conference on Visualization '04
Accelerated Unsteady Flow Line Integral Convolution
IEEE Transactions on Visualization and Computer Graphics
Fast Anisotropic Smoothing of Multi-Valued Images using Curvature-Preserving PDE's
International Journal of Computer Vision
IEEE Transactions on Visualization and Computer Graphics
Medial axis extraction and shape manipulation of solid objects using parabolic PDEs
SM '04 Proceedings of the ninth ACM symposium on Solid modeling and applications
Stochastic DT-MRI Connectivity Mapping on the GPU
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Generalized reaction-diffusion textures
Computers and Graphics
Anisotropic smoothing of point sets
Computer Aided Geometric Design - Special issue: Geometric modelling and differential geometry
Surface processing methods for point sets using finite elements
Computers and Graphics
Curvature-Preserving regularization of multi-valued images using PDE's
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part II
Finite elements on point based surfaces
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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Many applications produce three-dimensional points that must be further processed to generate a surface. Surface reconstruction algorithms that start with a set of unorganized points are extremely time-consuming. Sometimes, however, points are generated such that there is additional information available to the reconstruction algorithm. We present Spiraling Edge, a specialized algorithm for surface reconstruction that is three orders of magnitude faster than algorithms for the general case. In addition to sample point locations, our algorithm starts with normal information and knowledge of each point's neighbors. Our algorithm produces a localized approximation to the surface by creating a star-shaped triangulation between a point and a subset of its nearest neighbors. This surface patch is extended by locally triangulating each of the points along the edge of the patch. As each edge point is triangulated, it is removed from the edge and new edge points along the patch's edge are inserted in its place. The updated edge spirals out over the surface until the edge encounters a surface boundary and stops growing in that direction, or until the edge reduces to a small hole that is filled by the final triangle.