  Visualization of implicit surfaces is an actively researched topic. While
raytracing can produce high quality images, it is not well suited for creating
a quick preview of the surface. Indirect algorithms (e.g. Marching Cubes)
create an easily renderable triangle mesh, but the result is often not
sufficiently well-structured for a good approximation of differential surface
quantities (normals, curvatures, etc.). Post-processing methods usually have a
considerable computational overhead, and high quality is not guaranteed. We
propose a tessellation algorithm to create nearly isotropic meshes, using
multi-sided implicit surfaces.
