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wavelet rasterization of a volume and marching cubes
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Author:  beyzend [ Tue Oct 04, 2011 6:59 am ]
Post subject:  wavelet rasterization of a volume and marching cubes

http://faculty.cs.tamu.edu/schaefer/res ... zation.pdf

What do you guys think about this method to extract the surface as an alternative to Marching cubes? I've glanced at their running time and thought I could definitely live with those extract times. Here I assume coeff. means time taken to generate the wavelet coefficients and synthesis means extraction.

Edit: I didn't read the paper closely, but when they say quadtree do they mean a implicit quadtree process? Bottom up approach or a top down? I've been drinking a little so hopefully I'm making some sense.

Author:  David Williams [ Tue Oct 04, 2011 7:30 pm ]
Post subject:  Re: wavelet rasterization of a volume and marching cubes

I only skimmed it but I think you misunderstood. As far as I can tell they are only describing an algorithm for converting a mesh into voxels, rather than the other way around. The reference to Marching Cubes is simply that they are using it to judge the quality of thier voxelisation. I think the times for both coefficients and synthesis relate to different parts of the voxelisation process.

By the way, there's a page on the Wiki to collect interesting links to papers such as this. It's a bit empty (just added yours) but feel free to add any other interesting papers you come across. You can also post in the forum to discuss them of course.

Author:  beyzend [ Tue Oct 04, 2011 7:59 pm ]
Post subject:  Re: wavelet rasterization of a volume and marching cubes

Oh I see now. Rasterization of triangular mesh. I guess it's still tangentially related to PolyVox if you need to get a mesh into the volume, that is if you got the time to implement their algorithm.

Author:  David Williams [ Tue Oct 04, 2011 10:47 pm ]
Post subject:  Re: wavelet rasterization of a volume and marching cubes

Oh it's defintely related and useful. The castle in the video on the Thermite3D front page was made by a kind of rasterisation of meshes into a volume. My algorithm was pretty poor compared to theirs (it just kept subdividing a triangle until it was smaller that a voxel, then wrote to that voxel) but it got the job done :-)

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