Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Sculpting: an interactive volumetric modeling technique
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Octree-based decimation of marching cubes surfaces
Proceedings of the 7th conference on Visualization '96
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Kizamu: a system for sculpting digital characters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Feature sensitive surface extraction from volume data
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Resolution adaptive volume sculpting
Graphical Models - Volume modeling
Collaborative Distributed Virtual Sculpting
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Multi-level partition of unity implicits
ACM SIGGRAPH 2003 Papers
Interactive boolean operations on surfel-bounded solids
ACM SIGGRAPH 2003 Papers
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The demand for customizing models is increasing rapidly, but the related techniques for sculpting in the volumetric form raise several issues that need to be addressed. These issues include preserving sharp features, inter-cell independency, maintaining consistent topology, and adaptive resolution. These issues affect the quality of resulting shapes and the execution speed while manipulating models. Traditionally, marching cubes algorithm provides satisfactory performance for visualizing volume data in sculpting applications. However, sharp features, which are important characteristics of models, are lost while using marching cubes to visualize the resulting volume data. Furthermore, we need to perform crack patching operations to fill up the gaps between different resolutions in adaptive resolution. In contrast, these issues could be easily fulfilled by replacing the underlying isosurfacing algorithm with cubical marching squares algorithm. In this paper, we propose data structures for storing volume data and methods for Boolean operations to manipulate these data. We archive highly detailed models while sculpting at interactive speed by using proposed data structures and methods in conjunction with cubical marching squares algorithm.