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3D Object Digitization: Majority Interpolation and Marching Cubes

机译:3D对象数字化:多数插值和行进立方体

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In a previous paper we showed that a 3D object can be digitized without changing the topology if the object is r-regular and if the reconstruction method fulfills certain requirements. In this paper we give two important examples for such reconstruction methods. First, we introduce Majority Interpolation, an algorithm to interpolate sampling points at doubled resolution such that topological ambiguities are resolved. Second, we show how the well-known Marching Cubes algorithm has to be modified such that it is topology preserving. This is the first approach of digitizing 3D objects which guarantees topology preservation for voxel-based or polygonal surface-based reconstructions.
机译:在上一个文件中,我们展示如果对象是R-Regular,则可以在不改变拓扑的情况下数字化3D对象,如果重建方法满足某些要求。在本文中,我们为这种重建方法提供了两个重要的例子。首先,我们介绍了大多数插值,以加倍分辨率插入采样点的算法,使得解决拓扑歧义。其次,我们展示了如何修改众所周知的行进立方体算法,使得它是拓扑保存。这是数字化3D对象的第一种方法,该方法可确保基于Voxel的或基于多边形表面的重建的拓扑保存。

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