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
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Surface modeling with oriented particle systems
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Physically-based methods for polygonization of implicit surfaces
Proceedings of the conference on Graphics interface '92
Three-dimensional alpha shapes
ACM Transactions on Graphics (TOG)
Adaptive generation of surfaces in volume data
The Visual Computer: International Journal of Computer Graphics
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Guaranteeing the topology of an implicit surface polygonization for interactive modeling
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Dual/Primal mesh optimization for polygonized implicit surfaces
Proceedings of the seventh ACM symposium on Solid modeling and applications
Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Fast extraction of adaptive multiresolution meshes with guaranteed properties from volumetric data
Proceedings of the conference on Visualization '01
Developing 3-d animated applications prototypes in the classroom
Journal of Computing Sciences in Colleges
Discretization of functionally based heterogeneous objects
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
High-Quality Extraction of Isosurfaces from Regular and Irregular Grids
IEEE Transactions on Visualization and Computer Graphics
Triangulating point set surfaces with bounded error
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Topology, Accuracy, and Quality of Isosurface Meshes Using Dynamic Particles
IEEE Transactions on Visualization and Computer Graphics
International Journal of Computational Science and Engineering
Adaptive polygonization of implicit surfaces
Computers and Graphics
A system for reconstruction of solid models from large point clouds
Machine Graphics & Vision International Journal
Generation of myocardial wall surface meshes from Segmented MRI
Journal of Biomedical Imaging
Marching triangle polygonization for efficient surface reconstruction from its distance transform
DGCI'09 Proceedings of the 15th IAPR international conference on Discrete geometry for computer imagery
Style nodes and repolygonization for hierarchical tree-based implicit surface modelling
Computational Aesthetics'09 Proceedings of the Fifth Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Hi-index | 0.00 |
This article describes an algorithm to generate a triangulation of an implicit surface. The generated triangles are close to equilateral and the triangle edge lengths vary with local surface curvature (the user may choose the ratio of edge length to surface curvature). The output of this algorithm is useful for applications that require high-quality triangulations, such as medical imaging, molecular modeling, computer aided design, and finite element analysis. Triangles are "grown" on the surface outward from a seed triangle. After the growing stops, the remaining gap in the triangulation is filled by a set of heuristics. Experiments show that the algorithm consistently builds high-quality triangulations, which compare favorably to those produced by cell-based and particle-based algorithms.