English

Creating good quality meshes from smooth implicit surfaces

Graphics 2022-04-14 v1 Computational Geometry

Abstract

Visualization of implicit surfaces is an actively researched topic. While raytracing can produce high quality images, it is not well suited for creating a quick preview of the surface. Indirect algorithms (e.g. Marching Cubes) create an easily renderable triangle mesh, but the result is often not sufficiently well-structured for a good approximation of differential surface quantities (normals, curvatures, etc.). Post-processing methods usually have a considerable computational overhead, and high quality is not guaranteed. We propose a tessellation algorithm to create nearly isotropic meshes, using multi-sided implicit surfaces.

Keywords

Cite

@article{arxiv.2204.06396,
  title  = {Creating good quality meshes from smooth implicit surfaces},
  author = {Ágostons Sipos and Péter Salvi},
  journal= {arXiv preprint arXiv:2204.06396},
  year   = {2022}
}
R2 v1 2026-06-24T10:47:00.345Z