3d from volume part iii
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3D from Volume: Part III Dr. Francesco Banterle, - PowerPoint PPT Presentation

3D from Volume: Part III Dr. Francesco Banterle, francesco.banterle@isti.cnr.it banterle.com/francesco The Processing Pipeline Enhancement Segmentation RAW Volume The Processing Pipeline Points Mesh Extractions Extraction 3D Mesh The


  1. Marching Squares Example

  2. Marching Squares Example

  3. Marching Squares Example

  4. Marching Squares Example

  5. Marching Squares Example

  6. Let’s move into the 3D world

  7. Marching Cubes • 1st pass: as in the 2D cases, we need to mark which part of the volume is the inside (1) or the outside (0). • 2nd pass: for each voxel, we need to find out the current configuration and to look up into a table to place triangles !

  8. Marching Cubes • In 3D the look up table has 256 entries (2 8 ). • However, there are only 14 main cases (others are computed by reflecting and/or rotating these): •

  9. Marching Cubes

  10. Marching Cubes: Ambiguous Cases Hole [Cignoni et al. 1999]

  11. Marching Cubes: Ambiguous Cases • We have ambiguous cases at saddle points. 1 0.8 0.6 0.4 0.2 0 -0.2 -0.4 -0.6 -0.8 -1 45 40 0 35 5 30 10 25 15 20 20 25 15 30 10 35 5 40 0 45

  12. Marching Cubes: Ambiguous Cases ?

  13. Marching Cubes: Ambiguous Cases • A typical solution is to compute the saddle point for each face of the a current cube. • Based on the sign of each face, we need to extend the existing cases…

  14. Marching Cubes: Ambiguous Cases • • A solution, which avoids ambiguous cases, is to partition each voxel/cell into tetrahedra; e.g. 5 or 6 of them. – • in the middle of the – – –

  15. Marching Cubes: Ambiguous Cases

  16. Marching Cubes • Advantages: • Easy to understand and to implement. • Fast and non memory consuming. • Very robust.

  17. Marching Cubes • Disadvantages: • Consistency: Guarantee a C0 and manifold result: ambiguous cases. • Correctness: return a good approximation of the real surface • Mesh complexity: the number of triangles does not depend on the shape of the isosurface (but on the discretization, i.e., number of voxels). • Mesh quality: arbitrarily ugly triangles.

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