Description
This paper compares two approaches to implementing the Marching Cubes algorithm, a method of extracting a polygonal mesh from a 3D scalar field. One possible application of this algorithm is as a procedural terrain generation technique for use in video game development. The Marching Cubes algorithm is an easily parallelizable task, and as such benefits greatly from being executed on the GPU. The reason that the algorithm is so well suited for parallelization is that it breaks the problem of mesh generation into a large group of similar sub-problems that can be solved completely independently.
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Permanent Link
Contributors
Lord, William (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Permanent Link
Contributors
Lord, William (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Details
Title
- Performance Comparison of the Marching Cubes Algorithm: CPU vs. GPU
Contributors
Agent
- Lord, William (Author)
- Kobayashi, Yoshihiro (Thesis director)
- Hansford, Dianne (Committee member)
- Barrett, The Honors College (Contributor)
- Computer Science and Engineering Program (Contributor)
- Computing and Informatics Program (Contributor)
Date Created
The date the item was original created (prior to any relationship with the ASU Digital Repositories.)
2022-12
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