Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Polygonization of implicit surfaces
Computer Aided Geometric Design
Advanced interactive visualization for CFD
Computing Systems in Education
Volume probes: interactive data exploration on arbitrary grids
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Fast isocontouring for improved interactivity
Proceedings of the 1996 symposium on Volume visualization
Isosurfacing in span space with utmost efficiency (ISSUE)
Proceedings of the 7th conference on Visualization '96
Volume thinning for automatic isosurface propagation
Proceedings of the 7th conference on Visualization '96
Contour trees and small seed sets for isosurface traversal
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Visualization of scalar topology for structural enhancement
Proceedings of the conference on Visualization '98
Algorithms for Graphics and Imag
Algorithms for Graphics and Imag
Automatic Isosurface Propagation Using an Extrema Graph and Sorted Boundary Cell Lists
IEEE Transactions on Visualization and Computer Graphics
A Near Optimal Isosurface Extraction Algorithm Using the Span Space
IEEE Transactions on Visualization and Computer Graphics
Speeding Up Isosurface Extraction Using Interval Trees
IEEE Transactions on Visualization and Computer Graphics
Sweeping Simplices: A Fast Iso-Surface Extraction Algorithm for Unstructured Grids
VIS '95 Proceedings of the 6th conference on Visualization '95
Span filtering: an optimization scheme for volume visualization of large finite element models
VIS '91 Proceedings of the 2nd conference on Visualization '91
Massively parallel isosurface extraction
VIS '92 Proceedings of the 3rd conference on Visualization '92
Nonpolygonal isosurface rendering for large volume datasets
VIS '94 Proceedings of the conference on Visualization '94
A comparison of fundamental methods for ISO surface extraction
Machine Graphics & Vision International Journal
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Describing shapes by geometrical-topological properties of real functions
ACM Computing Surveys (CSUR)
Numerical Visualization by Rapid Isosurface Extractions Using 3D Span Spaces
Journal of Visualization
Flexible isosurfaces: Simplifying and displaying scalar topology using the contour tree
Computational Geometry: Theory and Applications
Automatic cross-sectioning based on topological volume skeletonization
SG'05 Proceedings of the 5th international conference on Smart Graphics
Topology preserving 3d thinning algorithms using four and eight subfields
ICIAR'10 Proceedings of the 7th international conference on Image Analysis and Recognition - Volume Part I
Load-balanced isosurfacing on multi-GPU clusters
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Hi-index | 0.00 |
One of the most effective techniques for developing efficient isosurfacing algorithms is the reduction of visits to nonisosurface cells. Recent algorithms have drastically reduced the unnecessary cost of visiting nonisosurface cells. The experimental results show almost optimal performance in their isosurfacing processes. However, most of them have a bottleneck in that they require more than $O(n)$ computation time for their preprocessing, where $n$ denotes the total number of cells. In this paper, we propose an efficient isosurfacing technique, which can be applied to unstructured as well as structured volumes and which does not require more than $O(n)$ computation time for its preprocessing. A preprocessing step generates an extrema skeleton, which consists of cells and connects all extremum points, by the volume thinning algorithm. All disjoint parts of every isosurface intersect at least one cell in the extrema skeleton. Our implementation generates isosurfaces by searching for isosurface cells in the extrema skeleton and then recursively visiting their adjacent isosurface cells, while it skips most of the nonisosurface cells. The computation time of the preprocessing is estimated as $O(n)$. The computation time of the isosurfacing process is estimated as $O(n^{1/3} m + k)$, where $k$ denotes the number of isosurface cells and $m$ denotes the number of extremum points since the number of cells in an extrema skeleton is estimated as $O(n^{1/3} m)$.