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As mentioned before, we have chosen to work with a tetrahedral
representation. Our implementation could be expanded to switch
between different volumetric representations as appropriate for
different tasks.
Tetrahedral meshes are naturally adaptive, concentrating most of the tetrahedra at the interesting parts of the mesh. The boundary faces of a tetrahedral mesh form a triangle mesh that is perfect for both interactive and offline rendering. We construct our tetrahedral models using a structured 3D triangulation method and use simplification and mesh improvement to reduce the overall number of tetrahedra and improve their shape. Details of our construction and simplification methods are described in the paper. |