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Marching Cubes: A High Resolution 3D Surface Construction Algor....pdf

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Marching Cubes: A High Resolution 3D Surface Construction Algorithm Based on the Paper by William E. Lorensen and Harvey E. Cline
Introduction  The goal: create a constant density surface from a 3D array of data
Introduction  One surface at a time  For another surface must run again
Introduction  Idea:  create a triangular mesh that will approximate the iso-surface  calculate the normals to the surface at each vertex of the triangle  Algorithm:  locate the surface in a cube of eight pixels  calculate normals  march to the next cube
Surface intersection in a cube assign ZERO to vertex outside the surface assign ONE to vertex inside the surface Note: Surface intersects those cube edges where one vertex is outside and the other inside the surface
Surface intersection in a cube  There are 28=256 ways the surface may intersect the cube  Triangulate each case
Patterns  Note: using the symmetries reduces those 256 cases to 15 patterns
Patterns
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