Real-Time Marching Cubes on the Vertex Shader

dc.contributor.authorGoetz, Franken_US
dc.contributor.authorJunklewitz, Theodoren_US
dc.contributor.authorDomik, Gittaen_US
dc.contributor.editorJohn Dingliana and Fabio Ganovellien_US
dc.date.accessioned2015-07-19T16:45:00Z
dc.date.available2015-07-19T16:45:00Z
dc.date.issued2005en_US
dc.description.abstractIn 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.sectionheadersMeshesen_US
dc.description.seriesinformationEG Short Presentationsen_US
dc.identifier.doi10.2312/egs.20051010en_US
dc.identifier.pages5-8en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20051010en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time Marching Cubes on the Vertex Shaderen_US
Files
Original bundle
Now showing 1 - 2 of 2
Loading...
Thumbnail Image
Name:
005-008.pdf
Size:
1.44 MB
Format:
Adobe Portable Document Format
No Thumbnail Available
Name:
paper1022_final (DIVX5).avi
Size:
20.59 MB
Format:
Unknown data format