Title
Screen space meshes
Abstract
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
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 Muller12726122.09
Simon Schirm21025.60
Stephan Duthaler3100.87