Creating good quality meshes from smooth implicit surfaces
\'Agostons Sipos, P\'eter Salvi

TL;DR
This paper introduces a tessellation algorithm for converting smooth implicit surfaces into high-quality, nearly isotropic meshes, improving the approximation of surface properties for visualization and analysis.
Contribution
The proposed method efficiently generates well-structured meshes from multi-sided implicit surfaces, addressing limitations of existing algorithms in quality and computational overhead.
Findings
Produces high-quality, nearly isotropic meshes
Improves approximation of surface normals and curvatures
Reduces post-processing computational costs
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.
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Advanced Numerical Analysis Techniques
