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Subgrid Marching Tetrahedra

  • Carnegie Mellon University
  • INRIA
  • University of Utah
  • Roblox Corporation

Résultats de recherche: Contribution à un journal › Article › Revue par des pairs

Résumé

We describe a method for recovering a manifold, intersection-free triangle mesh from the points where edges of a tetrahedral grid pierce a continuous surface. Unlike classic marching cubes or tets, our subgrid marching scheme allows arbitrarily many surface patches within a single cell, capturing fine features and thin sheets. Moreover, it requires neither a well-defined inside/outside (allowing surfaces with boundary), nor consistently-oriented input geometry. Yet we retain the local, parallel nature of classic marching: reconstruction is performed independently per tet, yielding a conforming mesh across tet boundaries. Our key innovation is a generalization of normal coordinates from geometric topology, which encode surface connectivity via arbitrary integer intersection counts along each grid edge. This encoding sidesteps the usual Nyquist-Shannon limit, putting no lower bound on the size of features that can be resolved on a fixed grid. In practice, for similar compute time and equal grid resolution—or even an equal number of output triangles—meshes produced by subgrid marching are far more accurate than those from classic marching. Beyond standard contouring, our method can be used to convert polygon soup into a manifold, intersection-free mesh.

langue originaleAnglais
Numéro d'article57
journalACM Transactions on Graphics
Volume45
Numéro de publication4
Les DOIs
étatPublié - 3 juil. 2026
Modification externeOui

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