URL details: 0fps.net/2012/07/12/smooth-voxel-terrain-part-2/
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Smooth Voxel Terrain (Part 2) – 0 FPS
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Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level. Today, we're going to get very specific and look at meshing in particular. For the sake of concreteness, let us suppose that we have approximated our potential field $latex f$ by sampling it onto a cubical grid…
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2022-08-05
Well this guys a beast, marching cubes/isosurface explaination.