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Dual Marching Cubes: An Overview

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Improve existing Marching Cube algorithm. Eliminate or reduce poorly shaped ... The connectivity of the patches is the same as the connectivity of the vertices ... – PowerPoint PPT presentation

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Title: Dual Marching Cubes: An Overview


1
Dual Marching Cubes An Overview
  • Paper by Gregory M. Nielson

2
Purpose
  • Improve existing Marching Cube algorithm
  • Eliminate or reduce poorly shaped triangles
  • Eliminate or reduce wonky specular highlights

3
Motivation
  • Duality Principal of Projective Geometry
  • All propositions occur in dual pairs.
  • One can infer the corresponding proposition of a
    pair by interchanging the words point and line.
  • Dual Polyhedra
  • For every polyhedron there is another polyhedron
    where faces and vertices occupy complementary
    locations.

4
Examples
5
What Is Needed
  • Develop a correspondence between the surface
    elements of a mesh and the vertices of some other
    mesh.
  • Both meshes must have specific properties for
    this to occur.

6
Creating a Dual Surface
  • Create a patch surface realized by eliminating
    the edges of the interior surface to the voxels.
  • Make each patch of the new surface polygon
    bounded.
  • Include each vertex of the original MC surface in
    exactly four patches.
  • Call this surface S.

7
Creating a Dual Surface, pt. 2
  • The dual surface will consist of quad patches.
  • The connectivity of the patches is the same as
    the connectivity of the vertices of the surface S
  • Now exploit duality principal.

8
Marching Cubes Defined
  • Input Fi,j,k F(i?x, j?y, k?z)
  • Denote the voxel (i?x, j?y, k?z) to ((I1)?x,
    (j1)?y, (k1)?z)
  • By Bijk
  • Separate lattice points with Fi,j,k gt a

9
Defining the Patch
  • The patch surface has a fine structure given that
    it consist of three mutually orthogonal planar
    curves.
  • Let Fj where j 1, , M denote the patches of S
    and
  • Fj (Vj1, V,j2 , Vj3) where
  • j 1, , M
  • denote the vertices of each patch.

10
Defining the Patch, cont.
  • Each vertex of S lies on the edge of the lattice.
  • Four voxels share each edge of the lattice.
  • Thus each vertex, Vj, has exactly four patches of
    S that contain it.

11
Defining the Patch, cont.
  • Let X(X) be the space of surfaces produced by
    allowing the vertices of S to slide anywhere
    along their respective lattice edges.
  • The edges (of the lattice) joining a point in X
    to points not in X are the same edges containing
    the vertices of the MC surface.

12
Defining the Dual
  • For S in X(X) S? is a surface comprised of quad
    patches with the following properties
  • For each patch Fj of S there is a vertex of S?
    lying in the interior of the voxel containing Fj
  • For every vertex of S there is one quad patch Pj
    of S?
  • For every edge of S there is an associated edge
    of S?

13
Four Adjacent Patches
Dual and Patch Surface
14
Summary of Definitions
  • The topology for both the patch space, X(X), and
    the dual space ?(X) is completely determined by
    the subset X of the lattice L
  • The connectivity of the vertices of X(X) is the
    same as the connectivity of the patches of ?(X)
    and vice versa.
  • There is a one-to-one coorespondance between the
    edges of S and S?. The edge joining two vertices
    of S cooresponds to the common edge of their
    associated quad patches.

15
Producing the Dual Directly
  • It is not necessary to produce the patch surface
    and then the dual surface afterwards.
  • There is a triangulation (quadulation?) table for
    computing the dual surface directly.

16
MC Triangulator
Dual Rectangulator
17
Examples of the Dual Surface
  • Splatting

Mesh Viewing
18
Improvement of Specular Lighting
19
Viewing Segmented Volumes
  • The original volume with the samples of the
    function is not needed in order to apply the
    algorithm.
  • Using the separating midpoint surface we can
    still view the mesh using the algorithm

20
Utilizing the Duality Principal
  • Since the correspondance is one-to-one we have an
    inverse mapping back into the patch space
  • Triangulation of Quadrilaterals will need to
    occur.

21
To Infinity and Beyond
  • Repeated application of the v operator leads to
    increasing approximation of the original object.
  • Eventually the v operator has no effect on the
    surface produced.
  • This staged is called the fixed-point shroud.

22
Summary Pros
  • A definite refinement over the standard MC
    algorithm.
  • Reduces visual artifacts from elongated triangles
    and improves specular lighting.
  • Allows the user to define the level of precision
    in the final mesh.

23
Summary Cons
  • Not all surfaces produced are manifolds.
  • Normals, Curvature, etc
  • Simplification, Multiresolution, etc.
  • Quad rendering is somewhat slower.
  • Complexity?
  • Parallelism?
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