Authors:
Thiago F. Leal
1
;
Aruquia B. M. Peixoto
2
;
Cassia I. G. Silva
3
;
Marcelo de A. Dreux
4
and
Carlos A. de Moura
5
Affiliations:
1
Rio de Janeiro Federal Institute and IFRJ, Brazil
;
2
CEFET/RJ, Brazil
;
3
Rio de Janeiro Federal Institute, IFRJ, Fluminense Federal University and UFF, Brazil
;
4
Rio de Janeiro Pontifical Catholic University and PUC-Rio, Brazil
;
5
Rio de Janeiro State University and UERJ, Brazil
Keyword(s):
Implicit Surface, Marching Cubes, Computational Geometry.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
Fundamental Methods and Algorithms
;
Geometric Computing
;
Geometry and Modeling
;
Surface Modeling
Abstract:
The Marching Cubes algorithm is widely used to generate surfaces from implicit functions. It builds a mesh of triangles but many degenerated ones happen to appear among them, which can make the mesh thus built unfit for many applications, like the Finite Element Method. To overcome this undesired behavior our work proposes changes on the triangle generation that are automatically generated by Marching Cubes inside each voxel. We first generate the polygon border inside each voxel that intersects the surface. Each polygon is tested so as to guarantee the need to insert a new vertex inside itself, the triangles being then generated according to each polygon properties in order to guarantee the best ratio between their sides and angles. The resulting triangles inside each voxel exhibit the best possible ratio between their dimensions, thus leading to a better mesh.