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Tetra-Cubes: An algorithm to generate 3D isosurfaces based upon tetrahedra

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Title: Tetra-Cubes: An algorithm to generate 3D isosurfaces based upon tetrahedra


1
Tetra-Cubes An algorithm to generate 3D
isosurfaces based upon tetrahedra
  • BERNARDO PIQUET CARNEIRO
  • CLAUDIO T. SILVA
  • ARIE E. KAUFMAN
  • Department of Computer Science
  • Department of Applied Mathematics Statistics
  • State University of New York at Stony Brook
  • Anais do IX SIBGRAPI(1996)

2
Abstract
  • Tetra-cubes is similar to the marching-cubes
    technique.
  • Its basic building block consists of tetrahedral
    cells instead of cubes.
  • Tetra-cubes is simpler than marching-cubes and
    does not have ambiguity configurations.
  • Irregular Grid

3
Introduction
  • There are several methods for the visualization
    of 3D scalar fields.
  • The two most common are
  • direct volume rendering
  • 3D iso-surface extraction
  • In this paper we study iso-surface extraction
    techniques.

4
Comparison
  • Direct volume rendering vs. Iso-surface
    extraction
  • Interactivity
  • Triangle meshes(speed, simplify)
  • Flexibility(especially for handling multiple
    transparent surface)
  • Ambiguity problem

5
Tetra-Cubes Algorithm
  • Following the idea in the marching-cubes.
  • Extracting the tetrahedra from the cubes.
  • (Each cube can be divided into a collection of
    five tetrahedra.)

6
Marching-Tetras vs. Marching-Cubes
  • Classification
  • 24 16
  • By symmetry, we narrow down these cases to only
    three.

7
Grid Connection problem
  • A problem with the connection among the
    collections of five tetrahedra extracted from
    neighboring hexahedra arises.
  • Erroneous Connection among adjacent cubes.

8
Grid Connection problem
  • Resolution
  • We create a new collection that is obtained by a
    ninety degrees rotation of the previous one.
  • Zig-zag connection (chess-table configuration)

9
No Ambiguities
  • The binary approach used to distinguish the cases
    leads to some ambiguities in the marching-cubes
    implementation.
  • No ambiguity is found usingtetrahedra as basic
    cells.
  • A fast implementation may be accomplished
    combiningthe marching-cubes and thetetra-cubes
    algorithms.
  • (Cubes would be used as basic cells.)

10
Code
  • Data input
  • Extraction of tetrahedra
  • For each logical cube(hexahedra), the cubes
    vertices are used as the tetrahedrons vertices.
  • Accessing the look-up tables
  • Triangles creation

11
Results
  • Clock time to generate the iso-surfaces using
    tetra-cubes algorithm.
  • Function density value 128
  • Using SGI Indigo2 machine

Size
70 x 70 x 70
19 x 21 x 19
34 x 17 x 34
127 x 67 x 67
40 x 32 x 32
12
Results
13
Results
14
Results
15
Conclusion
  • Relative to Marching-Cubes
  • Our method is simpler to implement due to the
    smaller number of cases.
  • It does not have the ambiguity problem.
  • One possible shortcoming of our approach is the
    large number of triangles generated.
  • Fortunately, this can be solved with
    simplification techniques, such as decimation.

16
Decimation of Triangle Meshes
  • William J. Schroeder
  • Jonathan A. Zarge
  • William E. Lorensen
  • General Electric Company
  • Schenectady, NY
  • SIGGRAPH(1991)

17
Introduction
  • The polygon remains a popular graphics primitive
    for computer graphics application.
  • Simple representation
  • Rendering of polygons is widely supported by
    commercial graphics hardware and software.
  • Rendering speeds and memory requirements are
    proportional to the number of polygons.
  • One algorithm that generates many polygons is
    marching cubes.
  • Brute force surface construction algorithm.

18
The Decimation Algorithm
  • The goal of this algorithm
  • Reduce the total number of triangles in a
    triangle mesh.
  • Preserving the original topology and good
    approximation to the original geometry.

19
Overview
  • The three steps of the algorithm
  • During a pass, perform three steps on every
    vertex on mesh
  • 1. Characterize the local vertex geometry and
    topology,
  • ( Simple, Complex, Boundary, Interior Edge,
    Corner )
  • 2. Evaluate the decimation criteria, and
  • If it meets the specified decimation criteria,
    the vertex and all triangles that use the vertex
    are deleted.
  • Until some termination condition is met.
  • a. Percent reduction of the original mesh.
  • b. Maximum decimation value.
  • 3. Triangulate the resulting hole.

20
Characterizing Local Geometry / Topology
  • The outcome of this process determines whether
    the vertex is a potential candidate for deletion.
  • Each vertex may be assigned one of five possible
    classifications.
  • Complex vertices are not deleted from the mesh.

21
Simple vertex and Complex vertex
  • simple vertex is
  • surrounded by a complete cycle of triangles,
  • and each edge that uses the vertex is used by
    exactly two triangles.
  • complex vertex
  • If the edge is not used by two triangles,
  • or if the vertex is used by a triangle not in the
    cycle of triangles.

22
Boundary vertex
  • A vertex that is on the boundary of a mesh,
  • i.e. within a semi-cycle of triangles.

23
Feature Edge
  • Feature edge exists if the angle between the
    surface normals of two adjacent triangles is
    greater than a user-specified feature angle.

If ? gt ?fa E Feature Edge
24
Interior Edge vertex and Corner vertex
  • When a vertex is used by two feature edges, the
    vertex is an interior edge vertex.
  • If one or more feature edges use the vertex, the
    vertex is classified a corner vertex.

25
Evaluating the Decimation Criteria
  • Simple vertices use the distance to plane
    criterion.
  • If the vertex is within the specified distance to
    the average plane it may be deleted.Otherwise it
    is retained.

26
Evaluating the Decimation Criteria
  • Boundary and interior edge vertices use the
    distance to edge criterion.
  • If the distance to the line is less than
    specified distance, the vertex can be
    deleted.Otherwise it is retained.

27
Evaluating the Decimation Criteria
  • Corner vertices are usually not deleted to keep
    the sharp features.

28
Triangulation
  • Deleting a vertex and its associated triangles
    creates one(simple or boundary vertex) or two
    loops(interior edge vertex).
  • It is desirable to create triangles with good
    aspect ratio and that approximate the original
    loops as closely as possible.

29
Triangulation
  • A recursive loop splitting procedure
  • (Divide-and-conquer algorithm)
  • If two loops do not overlap, the split plane is
    acceptable.
  • Each new loop is divided again, until only three
    vertices remain in each loop.

30
Triangulation
  • Best split plane is determined using an aspect
    ratio.
  • The best splitting plane is the one that yields
    the maximum aspect ratio.

Min. distance of the loop vertices to the split
plane
Aspect Ratio
Length of the split line
31
Triangulation
  • Special Cases
  • Closed surface
  • Topological holes in the mesh

32
Results
  • Volume Modeling (Bone surface)
  • Size 25625693
  • Triangle over 560,000 triangles
  • Full Resolution Gouraud Shaded
  • 75 decimated Gouraud Shaded
  • 75 decimated Flat Shaded
  • 90 decimated Flat Shaded

33
Results
34
Results
35
Results
36
Results
  • Volume Modeling (industrial CT dataset)
  • Size 512512300
  • Triangle 1.7 million triangles
  • 75 decimated Flat Shaded
  • 90 decimated Flat Shaded

37
Results
38
Results
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