The "spider web" Surface Construction Algorithm For Building Triangle Mesh Surfaces In Noisy Volume Data

Author(s):  
Karron
1994 ◽  
Vol 25 (4) ◽  
pp. 103-111
Author(s):  
Takanori Nagae ◽  
Takeshi Agui ◽  
Hiroshi Nagahashi

2002 ◽  
Vol 2 (4) ◽  
pp. 323-329 ◽  
Author(s):  
Ulf Labsik ◽  
Kai Hormann ◽  
Martin Meister ◽  
Gu¨nther Greiner

The extraction and display of iso-surfaces is a standard method for the visualization of volume data sets. In this paper we present a novel approach that utilizes a hierarchy on both the input and the output data. For the generation of a coarse base mesh, we construct a hierarchy of volumes and extract an iso-surface from the coarsest resolution with a standard Marching Cubes algorithm. We additionally apply a simple mesh decimation algorithm to improve the shape of the triangles. We iteratively fit this mesh to the iso-surface at the finer volume levels. To be able to reconstruct fine detail of the iso-surface we thereby adaptively subdivide the mesh. To evenly distribute the vertices of the triangle mesh over the iso-surface and generate a triangle mesh with evenly shaped triangles, we have integrated a mesh smoothing algorithm into the fitting process. The advantage of this approach is that it generates a mesh with subdivision connectivity which can be utilized by several multiresolution algorithms such as compression and progressive transmission. As applications of our method we show how to reconstruct the surface of archeological artifacts and the reconstruction of the brain surface for the simulation of the brain shift phenomenon.


1993 ◽  
Author(s):  
Takanori Nagae ◽  
Takeshi Agui ◽  
Hiroshi Nagahashi

Author(s):  
Bethany King ◽  
Allan Rennie ◽  
Graham Bennett

AbstractTo date, slicing algorithms for additive manufacturing is the most effective for favourable triangular mesh topologies; worst-case models, where a large percentage of triangles intersect each slice plane, take significantly longer to slice than a like-for-like file. In larger files, this results in a significant slicing duration, when models are both worst cases and contain more than 100,000 triangles. The research presented here introduces a slicing algorithm which can slice worst-case large models effectively. A new algorithm is implemented utilising an efficient contour construction method, with further adaptations, which make the algorithm suitable for all model topologies. Edge matching, which is an advanced sorting method, decreases the number of sorts per edge from n total number of intersections to two, alongside additional micro-optimisations that deliver the enhanced efficient contour construction algorithm. The algorithm was able to slice a worst-case model of 2.5 million triangles in the 1025s. Maximum improvement was measured as 9400% over the standard efficient contour construction method. Improvements were also observed in all parts in excess of 1000 triangles. The slicing algorithm presented offers novel methods that address the failings of other algorithms described in literature to slice worst-case models effectively.


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