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CGF
1998

Multiresolution Isosurface Extraction with Adaptive Skeleton Climbing

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Multiresolution Isosurface Extraction with Adaptive Skeleton Climbing
An isosurface extraction algorithm which can directly generate multiresolution isosurfacesfrom volume data is introduced. It generates low resolution isosurfaces, with 4 to 25 times fewer triangles than that generated by marching cubes algorithm, in comparable running times. By climbing from vertices (0-skeleton) to edges (1-skeleton) to faces (2-skeleton), the algorithm constructs boxes which adapt to the geometry of the true isosurface. Unlike previous adaptive marching cubes algorithms, the algorithm does not suffer from the gap-filling problem. Although the triangles in the meshes may not be optimally reduced, it is much faster than postprocessing triangle reduction algorithms. Hence the coarse meshes it produces can be used as the initial starts for the mesh optimization, if mesh optimality is the main concern.
Tim Poston, Tien-Tsin Wong, Pheng-Ann Heng
Added 21 Dec 2010
Updated 21 Dec 2010
Type Journal
Year 1998
Where CGF
Authors Tim Poston, Tien-Tsin Wong, Pheng-Ann Heng
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