
Another problem with marching cubes is that the surface triangle size is determined by the dose voxel size. This surface is much more complex than necessary (over 7600 vertices) which slows down graphics performance. Certainly, a surface simplification algorithm can now be employed, but this further adds to the calculation time, and does so for EACH surface. If, instead, the dose volume is reduced up front there are multiple wins. Not only does the calculation speed up, but the dose voxels become larger, resulting in larger surface triangles and reduced surface complexity! Further, this occurs for ALL surfaces created from that volume. Thus, there is tremendous incentive to work with a reduced dose volume.
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