Rovira Galvez, Mauricio Andres2018-12-202018-12-2020182018-12-20http://hdl.handle.net/1828/10443In computer graphics, implicit modelling is a way of representing models by using combinations of implicit functions. These are then polygonized to produce a mesh typically formed from either quads or triangles. We present a comparison of two fundamental algorithms in polygonization in order to produce an algorithm that is better than the current industry standard: Marching Cubes. By using planar cross- sections we are able to bypass several problems from Marching Cubes, as well as produce a mesh of higher resolution and quality. The algorithm is limited to surfaces of genus 0, but it still outperforms Marching Cubes both in runtime as well as overall mesh quality.enAvailable to the World Wide Webpolygonizationimplicit modelsPolygonization of implicit modelsThesis