{"title":"“骨架攀登”:快速等面与较少的三角形","authors":"T. Poston, H. Nguyen, P. Heng, T. Wong","doi":"10.1109/PCCGA.1997.626185","DOIUrl":null,"url":null,"abstract":"Skeleton climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than marching cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way; this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.","PeriodicalId":128371,"journal":{"name":"Proceedings The Fifth Pacific Conference on Computer Graphics and Applications","volume":"43 2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":"{\"title\":\"\\\"Skeleton climbing\\\": fast isosurfaces with fewer triangles\",\"authors\":\"T. Poston, H. Nguyen, P. Heng, T. Wong\",\"doi\":\"10.1109/PCCGA.1997.626185\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Skeleton climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than marching cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way; this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.\",\"PeriodicalId\":128371,\"journal\":{\"name\":\"Proceedings The Fifth Pacific Conference on Computer Graphics and Applications\",\"volume\":\"43 2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1997-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings The Fifth Pacific Conference on Computer Graphics and Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/PCCGA.1997.626185\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings The Fifth Pacific Conference on Computer Graphics and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/PCCGA.1997.626185","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
"Skeleton climbing": fast isosurfaces with fewer triangles
Skeleton climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than marching cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way; this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.