Abstract
The problem of surface reconstruction from a set of 3D points given by their coordinates and oriented normals is a difficult problem, which has been tackled with many different approaches. In 1999, Bernardini and colleagues introduced a very elegant and efficient reconstruction method that uses a ball pivoting around triangle edges and adds new triangles if the ball is incident to three points and contains no other points. This paper details an implementation and parallelization of this algorithm.
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