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Marching tetrahedra is an algorithm in the field of
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
to render
implicit surface In mathematics, an implicit surface is a surface in Euclidean space defined by an equation : F(x,y,z)=0. An ''implicit surface'' is the set of zeros of a function of three variables. ''Implicit'' means that the equation is not solved for o ...
s. It clarifies a minor ambiguity problem of 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 with some cube configurations. It was originally introduced in 1991. While the original marching cubes algorithm was protected by a
software patent A software patent is a patent on a piece of software, such as a computer program, libraries, user interface, or algorithm. Background A patent is a set of exclusionary rights granted by a state to a patent holder for a limited period of time, u ...
, marching tetrahedrons offered an alternative algorithm that did not require a patent license. More than 20 years have passed from the patent filing date (June 5, 1985), and the marching cubes algorithm can now be used freely. Optionally, the minor improvements of marching tetrahedrons may be used to correct the aforementioned ambiguity in some configurations. In ''marching tetrahedra'', each cube is split into six irregular
tetrahedra In geometry, a tetrahedron (plural: tetrahedra or tetrahedrons), also known as a triangular pyramid, is a polyhedron composed of four triangular faces, six straight edges, and four vertex corners. The tetrahedron is the simplest of all the o ...
by cutting the cube in half three times, cutting diagonally through each of the three pairs of opposing faces. In this way, the tetrahedra all share one of the main diagonals of the cube. Instead of the twelve edges of the cube, we now have nineteen edges: the original twelve, six face diagonals, and the main diagonal. Just like in ''marching cubes'', the intersections of these edges with 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 ...
are approximated by linearly interpolating the values at the grid points. Adjacent cubes share all edges in the connecting face, including the same diagonal. This is an important property to prevent cracks in the rendered surface, because interpolation of the two distinct diagonals of a face usually gives slightly different intersection points. An added benefit is that up to five computed intersection points can be reused when handling the neighbor cube. This includes the computed
surface normal In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at ...
s and other graphics attributes at the intersection points. Each tetrahedron has sixteen possible configurations, falling into three classes: no intersection, intersection in one triangle and intersection in two (adjacent) triangles. It is straightforward to enumerate all sixteen configurations and map them to vertex index lists defining the appropriate
triangle strip In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. They are more efficient than un-indexed lists of triangles, bu ...
s.


Comparison with marching cubes

''Marching tetrahedra'' computes up to nineteen edge intersections per cube, where ''marching cubes'' only requires twelve. Only one of these intersections cannot be shared with an adjacent cube (the one on the main diagonal), but sharing on all faces of the cube complicates the algorithm and increases memory requirements considerably. On the other hand, the additional intersections provide for a slightly better sampling resolution. The number of configurations, determining the size of the commonly used
lookup table In computer science, a lookup table (LUT) is an array that replaces runtime computation with a simpler array indexing operation. The process is termed as "direct addressing" and LUTs differ from hash tables in a way that, to retrieve a value v wi ...
s, is much smaller, since only four rather than eight separate vertices are involved per tetrahedron. There are six tetrahedra to process instead of one single cube. The process is unambiguous, so no additional ambiguity handling is necessary. The downside is that the
tessellation A tessellation or tiling is the covering of a surface, often a plane (mathematics), plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to high-dimensional ...
of a cube with tetrahedra requires a choice regarding the orientation of the tetrahedra, which may produce artificial "bumps" in the isosurface because of interpolation along the face diagonals.


Diamond Lattice Cell - Alternative Cube Slicing Method

The cubical cells to be meshed can also be sliced into 5 tetrahedra, using a (
Diamond cubic The diamond cubic crystal structure is a repeating pattern of 8 atoms that certain materials may adopt as they solidify. While the first known example was diamond, other elements in group 14 also adopt this structure, including α-tin, the sem ...
) lattice as a basis. Cubes are mated on each side with another that has an opposite alignment of the tetrahedron around the centroid of the cube. Alternating vertices have a different number of tetrahedra intersecting on it, resulting in a slightly different mesh depending on position. When sliced this way, additional planes of symmetry are provided; having a tetrahedron around the centroid of the cube also generates very open spaces around points that are outside of the surface.
Diamond cubic The diamond cubic crystal structure is a repeating pattern of 8 atoms that certain materials may adopt as they solidify. While the first known example was diamond, other elements in group 14 also adopt this structure, including α-tin, the sem ...
has a variety of visualizations. Instead of empty cells, every cell should be filled, with alternating inner tetrahedrons. For each tetrahedron inscribed in a cube, using the vertices of the cube and edges that cross the faces of the cube, the tetrahedron will occupy 4 points; the other 4 points form the corners of an inverted tetrahedron; the cubic cells are tiled such that the position of the cell (x+y+z+...) is odd, use one, else use the inverted; otherwise near cells would use a different diagonal to compute the intersection. Calculation of color based on a spacial texture system can be done using the current fragment position to select from a repeating texture based on the pairs of
Texel_(graphics) In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. T ...
coordinates (x,y), (y,z) and (x,z) and scaling those values by the absolute value of each respective component of the normal z, x, and y respectively. Texture decalling can be applied as
Texture_splatting In computer graphics, texture splatting is a method for combining different textures. It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is ...
by projecting the position of the current fragment in the direction of the decal' normal, to the plane of the texture given by an origin point and normal, then using a 'up' or 'right' directional vector to compute the texture coordinate. This technique would be more closely compared with dual contouring which is listed under
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 ...
, as a potential technique. DCL tetrahedra involves additional calculations for the diagonals across cube-faces, where dual contouring does not. This technique also has not addressed when two near points 'inside' a surface are a combined distance < 1 from the surface, where they should generate two points on the edge instead of 1; the related modification is Manifold Dual Contouring.


See also

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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 ...
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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 ...
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Asymptotic decider In scientific visualization the asymptotic decider is an algorithm developed by Nielson and Hamann in 1991 that creates isosurfaces from a given scalar field. It was proposed as an improvement to the marching cubes algorithm, which can produce some ...
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Image-based meshing Image-based meshing is the automated process of creating computer models for computational fluid dynamics (CFD) and finite element analysis (FEA) from 3D image data (such as magnetic resonance imaging (MRI), computed tomography (CT) or microtomogra ...


References


External links


Visualization of Implicit Surfaces Using Adaptive Tetrahedrizations (Heinrich Muller, Michael Wehle)An isosurface generator by Mikolalysenko which includes Marching Tetrahedra as one of its algorithmsMikolalysenko's isosurface generator then DCL Marching Tetrahedra as an additional algorithm(WebGL)Mikolalysenko's isosurface generator with spatial texturing based on voxel type added to DCL Marching Tetrahedra(WebGL2)Regularised marching tetrahedra: improved iso-surface extraction
{{mesh generation Computer graphics algorithms Mesh generation