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Fifth Pacific Conference on Computer Graphics and Applications (PG'97)
"Skeleton climbing": fast isosurfaces with fewer triangles
Seoul, KOREA
October 13-October 16
ISBN: 0-8186-8028-8
T. Poston, Nat. Univ. of Singapore, Singapore
H.T. Nguyen, Nat. Univ. of Singapore, Singapore
Pheng-Ann Heng, Nat. Univ. of Singapore, Singapore
Tien-Tsin Wong, Nat. Univ. of Singapore, Singapore
Skeleton climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than marching cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way; this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.
Index Terms:
computational geometry; skeleton climbing; triangles; triangulated isosurfaces; 3D grid data; marching cubes; time penalty; mesh decimation algorithms; surface; grid edges; computational geometry; object modeling; interpolation; surface fitting
Citation:
T. Poston, H.T. Nguyen, Pheng-Ann Heng, Tien-Tsin Wong, ""Skeleton climbing": fast isosurfaces with fewer triangles," pg, pp.117, Fifth Pacific Conference on Computer Graphics and Applications (PG'97), 1997
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