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scientific visualization Scientific visualization ( also spelled scientific visualisation) is an interdisciplinary branch of science concerned with the visualization of scientific phenomena.Michael Friendly (2008)"Milestones in the history of thematic cartography, stat ...
the asymptotic decider is an
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specificat ...
developed by Nielson and Hamann in 1991 that creates
isosurface An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value (e.g. pressure, temperature, velocity, density) within a volume of space; in other words, it is a level set of a continuous fu ...
s from a given scalar field. It was proposed as an improvement to the
marching cubes Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are sometime ...
algorithm, which can produce some "bad" topology, but can also be considered an algorithm in its own right.


Principle

The algorithm first divides the
scalar field In mathematics and physics, a scalar field is a function (mathematics), function associating a single number to every point (geometry), point in a space (mathematics), space – possibly physical space. The scalar may either be a pure Scalar ( ...
into uniform cubes. It draws topologically correct contours on the sides (interface) of the cubes. These contours can then be connected to polygons and triangulated. The triangles of all cubes form the
isosurface An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value (e.g. pressure, temperature, velocity, density) within a volume of space; in other words, it is a level set of a continuous fu ...
s and are thus the output of the algorithm. Sometimes there is more than one way to connect adjacent constructs. This algorithm describes a method for resolving these ambiguous configurations in a consistent manner. Ambiguous cases often occur if diagonally opposing points are found on the same side of the isoline, but on a different side to the other points in the square (for 2D systems) or cube (for 3D systems). In a 2D case this means that there are two possibilities. If we suppose that we mark the corners as positive if their value is greater than that of the isoline, or negative if it is less, then either the positive corners are separated by two isolines, or the positive corners are in the main section of the square and the negative corners are separated by two isolines. The correct situation depends on the value at the asymptote of the isolines. Isolines are hyperbolae which can be described using the following formula: f(\alpha,\beta)=\gamma(\alpha-\alpha_0)(\beta-\beta_0)+\delta where \alpha is the normalised distance in the square from the left-hand side, and \beta is the normalised distance in the square from the bottom. The values \alpha_0 and \beta_0 are therefore the coordinates of the asymptotes, and \delta is the value at the position (\alpha,\beta). This point ought to belong to the section which contains two corners. Therefore, if \delta is greater than the value of the isoline the positive corners are in the main section of the square and the negative corners are separated by two isolines, and if \delta is less than the value of isoline the negative corners are in the main section of the square and the positive corners are separated by two isolines. A similar solution is used the 3D version.


See also

*
Isosurface An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value (e.g. pressure, temperature, velocity, density) within a volume of space; in other words, it is a level set of a continuous fu ...
*
Marching cubes Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are sometime ...


References

;Notes ;Bibliography * * Abstract.


Further reading

* * Visualization (graphics) {{computer-graphics-stub