Real-Time Marching Cubes on the Vertex Shader

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Date
2005
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
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@inproceedings{
10.2312:egs.20051010
, booktitle = {
EG Short Presentations
}, editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Real-Time Marching Cubes on the Vertex Shader
}}, author = {
Goetz, Frank
and
Junklewitz, Theodor
and
Domik, Gitta
}, year = {
2005
}, publisher = {
The Eurographics Association
}, ISBN = {}, DOI = {
10.2312/egs.20051010
} }
Citation