Generating Smooth High-Quality Isosurfaces for Interactive Modeling and Visualization of Complex Terrains

dc.contributor.authorLöffler, Falkoen_US
dc.contributor.authorSchumann, Heidrunen_US
dc.contributor.editorMichael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard Preimen_US
dc.date.accessioned2013-11-08T10:35:25Z
dc.date.available2013-11-08T10:35:25Z
dc.date.issued2012en_US
dc.description.abstractIn modeling and rendering of complex procedural terrains the extraction of isosurfaces is an important part. In this paper we introduce an approach to generate high-quality isosurfaces from regular grids at interactive frame rates. The surface extraction is a variation of Dual Marching Cubes and designed as a set of well-balanced parallel computation kernels. In contrast to a straightforward parallelization we generate a quadrilateral mesh with full connectivity information and 1-ring vertex neighborhood. We use this information to smooth the extracted mesh and to approximate the smooth subdivision surface for detail tessellation. Both improve the visual fidelity when modeling procedural terrains interactively. Moreover, our extraction approach is generally applicable, for example in the field of volume visualization.en_US
dc.description.seriesinformationVision, Modeling and Visualizationen_US
dc.identifier.isbn978-3-905673-95-1en_US
dc.identifier.urihttps://doi.org/10.2312/PE/VMV/VMV12/079-086en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectDisplay Algorithmsen_US
dc.titleGenerating Smooth High-Quality Isosurfaces for Interactive Modeling and Visualization of Complex Terrainsen_US
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