You can download the demo program, that triangulates implicit surfaces. The surfaces used
are random quadrics and blending of them. One has to choose the surface from 'Actions'
menu (five first options) to produce the skeleton and afterwards press the 'triangulate' to
complete the triangulation. Sometimes there is no surface generated because the system
can not find a point on the surface (it uses a very naive root finder), or because the quadric
generated is out of the volume of interest (which is taken as a sphere of radius 10 around origin).
You can play with the parameters of the triangulation which are as described in the paper.
You can also move in the space using the mouse (+mousewheel, +control, +shift) and change
some view options with the view menu.
The program runs in (any) Windows operating system. Of course the more power one has,
the quicker results he will get. The speed depends heavily on the parameters. The change in
the normal's directions can be set to great values for quick results although this will lead,
sometimes, to not well structured triangular nets.