Demo Data from VLDB 2026 / reviewers in the wild / expert
Carlos Augusto Dietrich
dblp:43/4373
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Geometric modeling and processing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
isosurface extraction |
0.2 | 2 | 2009 | Edge Transformations for Improving Mesh Quality of Marching Cubes · IEEE Trans. Vis. Comput. Graph. 2009 Edge Groups: An Approach to Understanding the Mesh Quality of Marching Methods · IEEE Trans. Vis. Comput. Graph. 2008 |
Geometric modeling and processing › isosurface extraction
marching cubes |
0.2 | 2 | 2009 | Edge Transformations for Improving Mesh Quality of Marching Cubes · IEEE Trans. Vis. Comput. Graph. 2009 Edge Groups: An Approach to Understanding the Mesh Quality of Marching Methods · IEEE Trans. Vis. Comput. Graph. 2008 |
Geometric modeling and processing › mesh processing › mesh analysis
mesh quality |
0.2 | 2 | 2009 | Edge Transformations for Improving Mesh Quality of Marching Cubes · IEEE Trans. Vis. Comput. Graph. 2009 Edge Groups: An Approach to Understanding the Mesh Quality of Marching Methods · IEEE Trans. Vis. Comput. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
mesh smoothing · 0.1grid modification · 0.1triangle quality analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Efficient and Quality Contouring Algorithms on the GPUabstractAbstract Interactive isosurface extraction has recently become possible through successful efforts to map algorithms such as Marching Cubes (MC) and Marching Tetrahedra (MT) to modern Graphics Processing Unit (GPU) architectures. Other isosurfacing algorithms, however, are not so easily portable to GPUs, either because they involve more complex operations or because they are not based on discrete case tables, as is the case with most marching techniques. In this paper, we revisit the Dual Contouring (MC) and Macet isosurface extraction algorithms and propose, respectively: (i) a novel, efficient and parallelizable version of Dual Contouring and (ii) a set of GPU modules which extend the original Marching Cubes algorithm. Similar to marching methods, our novel technique is based on a case table, which allows for a very efficient GPU implementation. In addition, we enumerate and evaluate several alternatives to implement efficient contouring algorithms on the GPU, and present trade‐offs among all approaches. Finally, we validate the efficiency and quality of the tessellations produced in all these alternatives. Leonardo A. Schmitz, Luiz F. Scheidegger, Daniel K. Osmari, Carlos Augusto Dietrich, João Luiz Dihl Comba |
Comput. Graph. Forum | 4 |
| 2009 | Edge Transformations for Improving Mesh Quality of Marching CubesabstractMarching Cubes is a popular choice for isosurface extraction from regular grids due to its simplicity, robustness, and efficiency. One of the key shortcomings of this approach is the quality of the resulting meshes, which tend to have many poorly shaped and degenerate triangles. This issue is often addressed through post processing operations such as smoothing. As we demonstrate in experiments with several datasets, while these improve the mesh, they do not remove all degeneracies, and incur an increased and unbounded error between the resulting mesh and the original isosurface. Rather than modifying the resulting mesh, we propose a method to modify the grid on which Marching Cubes operates. This modification greatly increases the quality of the extracted mesh. In our experiments, our method did not create a single degenerate triangle, unlike any other method we experimented with. Our method incurs minimal computational overhead, requiring at most twice the execution time of the original Marching Cubes algorithm in our experiments. Most importantly, it can be readily integrated in existing Marching Cubes implementations, and is orthogonal to many Marching Cubes enhancements (particularly, performance enhancements such as out-of-core and acceleration structures). Carlos Augusto Dietrich, Carlos Scheidegger, John M. Schreiner, João Luiz Dihl Comba, Luciana Porcher Nedel, Cláudio T. Silva |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2008 | Edge Groups: An Approach to Understanding the Mesh Quality of Marching MethodsabstractMarching Cubes is the most popular isosurface extraction algorithm due to its simplicity, efficiency and robustness. It has been widely studied, improved, and extended. While much early work was concerned with efficiency and correctness issues, lately there has been a push to improve the quality of Marching Cubes meshes so that they can be used in computational codes. In this work we present a new classification of MC cases that we call Edge Groups, which helps elucidate the issues that impact the triangle quality of the meshes that the method generates. This formulation allows a more systematic way to bound the triangle quality, and is general enough to extend to other polyhedral cell shapes used in other polygonization algorithms. Using this analysis, we also discuss ways to improve the quality of the resulting triangle mesh, including some that require only minor modifications of the original algorithm. Carlos Augusto Dietrich, Carlos Scheidegger, João Luiz Dihl Comba, Luciana Porcher Nedel, Cláudio T. Silva |
IEEE Trans. Vis. Comput. Graph. | 1 |