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Josh Grant
 
Master's Thesis
IVTrace
Creating 2D Images
Filter Functions
3D Elastic Collisions
3D Grapher
Open Inventor
Programming Tools
BoundingBox
ExaminerViewerPlus
MarchingCubes
ScalarArithmitic
SFScalarField
Courses
Photo-Realistic 2002
Visualization 2001
Photo-Realistic Computer Graphics
Intro to Computer Graphics
Scientific Visualization

Surfaces created using the MarchingCubes Engine class




 
Marching Cubes
created: May 2000, updated: November 2001

Using the Open Inventor libraries I created a subclass of SoEngine for computing an isosurface using Marching Cubes: A High Resolution 3D Surface Construction Algorithm, by William Lorensen and Harvey E. Cline. This implementation is VERY different from a previous version posted on this site. This version properly subclasses Open Inventor and efficiently creates an isosurface. The tables provided in the code found at Paul Bourke's page Polygonising a scalar field were used in this implementation.

The engine takes as input a scalar field and an isovalue. Then as output are the points, normals, and indexes into the points array used to create the triangles. The engine can easily be connected to other Inventor nodes to create an SoIndexedFaceSet. Below is an example of connecting the engine into a scene graph.
// create MarchingCubes object and connect fields
MarchingCubes *mcubes = new MarchingCubes();
mcubes->ref();
mcubes->data.setValue(dims, data);
mcubes->isoValue = 1.0;

// MarchingCubes gives the triangles with the
// vertices ordered clockwise
SoShapeHints *hints = new SoShapeHints();
hints->vertexOrdering.
  setValue(SoShapeHints::CLOCKWISE);
root->addChild(hints);

// connect the MarchingCubes points and
// normals to an SoVertexProperty node
SoVertexProperty *vprop = new SoVertexProperty();
vprop->ref();
vprop->vertex.connectFrom(&mcubes->points);
vprop->normal.connectFrom(&mcubes->normals);

// connect the indexes from MarchingCubes
SoIndexedFaceSet *faceSet = new SoIndexedFaceSet();
faceSet->vertexProperty = vprop;
faceSet->coordIndex.connectFrom(&mcubes->indexes);
root->addChild(faceSet);
Thanks to Gokhan Kisacikoglu, a vertex blending technique was added. The blending is nothing but a simple test to the closest voxel corner based on a percentage from the corner. Below is an example with the blending and without. Also a gif animation showing the blending can be found here.

Without Blending
 
With Blending
The blending reduces the number of triangles of a surface by 40% in some cases. When tested with the MRI data to produce the brain surface, the triangles were reduced from 1,065,244 to 636,702 without loss to the mesh structure. An interactive example of the blending technique can be found by downloading the 3D Grapher Open Inventor application.

The MarchingCubes engine was used to create all the images on this page. Below are links to the MarchingCubes source code as well as an example which creates a sphere dataset and displays it with the engine node. (The SFScalarField class is needed by MarchingCubes.)
 

Josh Grant > Projects > Marching Cubes

Comments or questions about this page can be addressed to Josh Grant at grant@cs.fsu.edu