Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!lll-winken!elroy.jpl.nasa.gov!sdd.hp.com!wuarchive!udel!haven.umd.edu!mimsy!tove.cs.umd.edu!rmr From: rmr@tove.cs.umd.edu (Randy M. Rohrer) Newsgroups: comp.graphics.visualization Subject: Re: Marching Cubes Message-ID: <33495@mimsy.umd.edu> Date: 24 Apr 91 20:40:55 GMT References: <3871@texsun.Central.Sun.COM> Sender: news@mimsy.umd.edu Reply-To: rmr@tove.cs.umd.edu (Randy M. Rohrer) Organization: U of Maryland, Dept. of Computer Science, Coll. Pk., MD 20742 Lines: 43 In article <3871@texsun.Central.Sun.COM> langston@omega.Central.Sun.COM (Jim Langston Sun ASE - MidWest ) writes: > >Has anyone heard of the above mentioned ... > >It is my understanding that it done by GE Research, >it is suppose to be a package, that will develop >geometry for a Voxel. > > Marching Cubes is a 3D iso-surface construction algorithm for volumetric data. Given a desired threshold, the algorithm constructs a representative iso-surface for that threshold by comparing adjacent slice pairs and interpolating between the sampled data. It produces a list of triangles (and normals) that represent the iso-surface. This list of triangles can then be passed on to any polygonal renderer for shaded display. Ref: "Marching Cubes: A High Resolution 3d Surface Construction Algorithm", William Lorenson and Harvey E. Cline, Computer Graphics (Proceedings of SIGGRAPH '87), Vol. 21, No. 4, July 1987, pp. 163 - 169. This technique for visualization is often called "surface rendering" as opposed to "volume rendering". Note that there is a companion algorithm called Dividing Cubes that generates 3D points to represent the iso-surface (this is mentioned in the above paper). Marching Cubes is pretty straight-forward and easy to understand and implement. Someone posted a public domain version last year in comp.graphics. The Ape system contains a module called "onion" that uses this algorithm. Hope this helps, Randy Rohrer