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.
@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}
}