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dc.contributor.authorPoston, Timen_US
dc.contributor.authorWong, Tien-Tsinen_US
dc.contributor.authorHeng, Pheng-Annen_US
dc.date.accessioned2015-02-15T19:15:02Z
dc.date.available2015-02-15T19:15:02Z
dc.date.issued1998en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00261en_US
dc.description.abstractAn isosurface extraction algorithm which can directly generate multiresolution isosurfaces from 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.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleMultiresolution Isosurface Extraction with Adaptive Skeleton Climbingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume17en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00261en_US
dc.identifier.pages137-147en_US


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