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Another problem with marching cubes is that the surface triangle size is determined by the dose voxel size. This surface is far more complex than necessary, which slows down graphics performance (this has over 7600 vertices). 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, we get 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 can be tremendous incentive to work with a reduced dose volume.