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)
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
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
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
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Isosurface generation algorithms usually need a vertex-identification process since most of polygon-vertices of an isosurface are shared by several polygons. In our observation the identification process is often costly when traditional search algorithms are used. In this paper we propose a new isosurface generation algorithm that does not use the traditional search algorithm for polygon-vertex identification. When our algorithm constructs a polygon of an isosurface, it visits all cells adjacent to the vertices of the polygon, and registers the vertices to polygons inside the visited adjacent cells. The method does not require a costly vertex identification process, since a vertex is registered in all polygons that share the vertex at the same time, and the vertex is not required after the moment. In experimental tests, this method was about 20 percent faster than the conventional isosurface propagation method.