Full metadata
Title
Performance Comparison of the Marching Cubes Algorithm: CPU vs. GPU
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.
Date Created
2022-12
Contributors
- 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)
Topical Subject
Copyright Statement
In Copyright
Primary Member of
Peer-reviewed
No
Open Access
No
Series
Academic Year 2022-2023
Handle
https://hdl.handle.net/2286/R.2.N.170741
System Created
- 2022-11-29 01:08:07
System Modified
- 2023-01-10 11:47:14
- 1 year 9 months ago
Additional Formats