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@InProceedings{SchmitzDietComb:2009:EfHiQu,
               author = "Schmitz, Leonardo Augusto and Dietrich, Carlos Augusto and Comba, 
                         Jo{\~a}o Luiz Dihl",
          affiliation = "Instituto de Inform{\'a}tica, Universidade Federal do Rio Grande 
                         do Sul and Instituto de Inform{\'a}tica, Universidade Federal do 
                         Rio Grande do Sul and Instituto de Inform{\'a}tica, Universidade 
                         Federal do Rio Grande do Sul",
                title = "Efficient and High Quality Contouring of Isosurfaces on Uniform 
                         Grids",
            booktitle = "Proceedings...",
                 year = "2009",
               editor = "Nonato, Luis Gustavo and Scharcanski, Jacob",
         organization = "Brazilian Symposium on Computer Graphics and Image Processing, 22. 
                         (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             keywords = "Isosurface extraction, Volumetric visualization, Contouring.",
             abstract = "The interactive polygonization of isosurfaces has become possible 
                         with the mapping of the Marching Cubes (MC) and Marching 
                         Tetrahedra (MT) algorithms to GPUs. Such mapping is not as 
                         straightforward in cases that the algorithm generate meshes closer 
                         to the isosurface or result in better polygon shapes, since they 
                         often require complex computations for the vertex positioning of 
                         the polygons or even do not have table-driven implementations. In 
                         this paper, we revisit Dual Contouring (DC) and Macet algorithms 
                         and propose, respectively: (i) a novel parallel efficient version 
                         on uniform grids and (ii) novel GPU modules which extend the 
                         original MC. Our DC algorithm is table-driven and positions the 
                         vertices in a particle-based fashion, which is then used to map 
                         into a GPU implementation. In addition, we enumerate the current 
                         ways to implement efficient contouring algorithms on the GPUs as 
                         orthogonal features, and present the tradeoff of each approach. We 
                         validate the efficiency of our algorithms with its comparison to 
                         interactive versions of MC algorithms.",
  conference-location = "Rio de Janeiro, RJ, Brazil",
      conference-year = "11-14 Oct. 2009",
                  doi = "10.1109/SIBGRAPI.2009.19",
                  url = "http://dx.doi.org/10.1109/SIBGRAPI.2009.19",
             language = "en",
                  ibi = "8JMKD3MGPBW4/35S66QS",
                  url = "http://urlib.net/ibi/8JMKD3MGPBW4/35S66QS",
           targetfile = "lowResInteractive.pdf",
        urlaccessdate = "2024, May 03"
}


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