Abstract | ||
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We present a simple yet powerful approach for the generation and rendering of surfaces defined by the boundary of a three-dimensional point cloud. First, a depth map plus internal and external silhouettes of the surface are generated in screen space. These are used to construct a 2D screen space triangle mesh with a new technique that is derived from Marching Squares. The resulting mesh is transformed back to 3D world space for the computation of occlusions, reflections, refraction, and other shading effects. One of the main applications for screen space meshes is the visualization of Lagrangian, particle-based fluids models. Our new method has several advantages over the full 3D Marching Cubes approach. The algorithm only generates surface where it is visible, view-dependent level of detail comes for free, and interesting visual effects are possible by filtering in screen space. |
Year | DOI | Venue |
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2007 | 10.1145/1272690.1272692 | Symposium on Computer Animation |
Keywords | Field | DocType |
cubes approach,screen space,powerful approach,world space,new method,screen space mesh,resulting mesh,marching squares,screen space triangle mesh,new technique,triangle mesh,fluid model,level of detail,depth map,three dimensional,point cloud,marching cube | Computer vision,Polygon mesh,Computer graphics (images),Computer science,Marching cubes,Marching tetrahedra,Marching squares,Artificial intelligence,Depth map,Point cloud,Rendering (computer graphics),Triangle mesh | Conference |
ISBN | Citations | PageRank |
978-1-59593-624-0 | 10 | 0.87 |
References | Authors | |
8 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Matthias Muller | 1 | 2726 | 122.09 |
Simon Schirm | 2 | 102 | 5.60 |
Stephan Duthaler | 3 | 10 | 0.87 |