Real-Time Marching Cubes on the Vertex Shader
dc.contributor.author | Goetz, Frank | en_US |
dc.contributor.author | Junklewitz, Theodor | en_US |
dc.contributor.author | Domik, Gitta | en_US |
dc.contributor.editor | John Dingliana and Fabio Ganovelli | en_US |
dc.date.accessioned | 2015-07-19T16:45:00Z | |
dc.date.available | 2015-07-19T16:45:00Z | |
dc.date.issued | 2005 | en_US |
dc.description.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. | en_US |
dc.description.sectionheaders | Meshes | en_US |
dc.description.seriesinformation | EG Short Presentations | en_US |
dc.identifier.doi | 10.2312/egs.20051010 | en_US |
dc.identifier.pages | 5-8 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20051010 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-Time Marching Cubes on the Vertex Shader | en_US |