Creating good quality meshes from smooth implicit surfaces
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.
Paper Prompts
Sign up for free to create and run prompts on this paper using GPT-5.
Top Community Prompts
Collections
Sign up for free to add this paper to one or more collections.