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ABSTRACT
A difficulty of voxel-based sculpturing and modeling is the limitation of the design space by the fixed boundaries of the voxel volume.We present the concept of an infinite voxelized virtual modeling space. A finite shape located in the virtual modeling space is embedded in a voxel window which is enlarged if required by the spatial development of the shape. In order to cope with highly resolved or large shapes, the voxel windows are stored in a virtual voxel memory which implements a paging mechanism to secondary memory. Visualization is performed by meshes obtained by the marching cubes algorithm. Because highly resolved or large shapes may cause a considerable number of triangles, an adaptive meshing approach based on a filtered hierarchy of voxel volumes is presented. The surface mesh is represented in a surface octree which allows for fast rendering by e.g. the Performer library.
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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY
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Heinrich Muller , Tobias Surmann , Marc Stautner , Frank Albersmann , Klaus Weinert, Online sculpting and visualization of multi-dexel volumes, Proceedings of the eighth ACM symposium on Solid modeling and applications, June 16-20, 2003, Seattle, Washington, USA
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