Concept

Marching cubes

Summary
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 sometimes called voxels). The applications of this algorithm are mainly concerned with medical visualizations such as CT and MRI scan data images, and special effects or 3-D modelling with what is usually called metaballs or other metasurfaces. The marching cubes algorithm is meant to be used for 3-D; the 2-D version of this algorithm is called the marching squares algorithm. The algorithm was developed by William E. Lorensen (1946-2019) and Harvey E. Cline as a result of their research for General Electric. At General Electric they worked on a way to efficiently visualize data from CT and MRI devices. The premise of the algorithm is to divide the input volume into a discrete set of cubes. By assuming linear reconstruction filtering, each cube, which contains a piece of a given isosurface, can easily be identified because the sample values at the cube vertices must span the target isosurface value. For each cube containing a section of the isosurface, a triangular mesh that approximates the behavior of the trilinear interpolant in the interior cube is generated. The first published version of the algorithm exploited rotational and reflective symmetry and also sign changes to build the table with 15 unique cases. However, due to the existence of ambiguities in the trilinear interpolant behavior in the cube faces and interior, the meshes extracted by the Marching Cubes presented discontinuities and topological issues. Given a cube of the grid, a face ambiguity occurs when its face vertices have alternating signs. That is, the vertices of one diagonal on this face are positive and the vertices on the other are negative. Observe that in this case, the signs of the face vertices are insufficient to determine the correct way to triangulate the isosurface.
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