Real-Time Marching Cubes on the Vertex Shader
Abstract
In this paper we propose a new approach for visualizing volumetric datasets by their isosurfaces. For an interactive isosurface reconstruction an optimized version of the well-known marching cubes algorithm is used. We extend the original algorithm by an additional vertex shader program. Contrary to other hardware-accelerated solutions our program is not based on a tetrahedral algorithm and thus the implementation for structured grids is more effective. Furthermore, surfaces of time-varying datasets at distinguished threshold values can be extracted in real-time.
BibTeX
@inproceedings {10.2312:egs.20051010,
booktitle = {EG Short Presentations},
editor = {John Dingliana and Fabio Ganovelli},
title = {{Real-Time Marching Cubes on the Vertex Shader}},
author = {Goetz, Frank and Junklewitz, Theodor and Domik, Gitta},
year = {2005},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20051010}
}
booktitle = {EG Short Presentations},
editor = {John Dingliana and Fabio Ganovelli},
title = {{Real-Time Marching Cubes on the Vertex Shader}},
author = {Goetz, Frank and Junklewitz, Theodor and Domik, Gitta},
year = {2005},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20051010}
}