"Skeleton climbing": fast isosurfaces with fewer triangles

"Skeleton climbing": fast isosurfaces with fewer triangles
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DOI:
10.1109/pccga.1997.626185
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发表时间:
1997-10
期刊:
Proceedings The Fifth Pacific Conference on Computer Graphics and Applications
影响因子:
--
通讯作者:
T. Poston;H. Nguyen;P. Heng;T. Wong
T. Poston;H. Nguyen;P. Heng;T. Wong
中科院分区:
其他
文献类型:
--
作者:
T. Poston;H. Nguyen;P. Heng;T. Wong

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骨架攀爬是一种在三维网格数据中构建三角化等值面的算法,比移动立方体更经济,并且没有当前网格抽取算法的时间代价。从其与网格边(1-骨架),然后面(2-骨架),然后立方体(3-骨架)的相交处构建曲面,以统一的方式处理数据;这允许将生成的三角形数量减少25%,同时仍然以类似的速度创建真正的分离曲面。
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.