Is Marching Cubes slow?
Is Marching Cubes slow?
The speed issue when decreasing the cell size would always be there because Marching Cubes is a O(n^3) algorithm (very slow), thus marching squares would be O(n^2) (still very slow).
What is dual Marching Cubes?
Dual Marching Cubes produces a crack- free, adaptive polygonalization of the surface that repro- duces sharp features.
How do Marching Cubes work?
It works by iterating (“marching”) over a uniform grid of cubes superimposed over a region of the function. If all 8 vertices of the cube are positive, or all 8 vertices are negative, the cube is entirely above or entirely below the surface and no triangles are emitted.
What is dual contouring?
Abstract—Dual Contouring is a feature-preserving iso-surfacing method that extracts crack-free surfaces from both uniform and adaptive octree grids. We present an extension of Dual Contour- ing that further guarantees that the mesh generated is a manifold even under adaptive simplification.
How do you speed up marching cubes?
each cube has 12 edges, if you go through each cube and find 12 intersection points, you are doing 4 times too many calculations for intersection points- you have to only use 3 edges in the bottom left corner of each cube, with an extra row in the top right corner of the zone, and then use a special upgrade to access …
How do you smooth voxels?
You can easily control the smoothness of the resulting blob:
- Imagine that each voxel defines a field, with a high density at it’s center, slowly fading to nothing as you move away from the center.
- For each point, sum the densities of all fields.
- Use the marching cubes algorithm on the sum of those fields.
Is Marching Cubes patented?
Marching cubes is a computer graphics algorithm for extracting a polygonal mesh of an isosurface from a 3-D volume. The marching cubes algorithm was published in the 1987 SIGGRAPH proceedings by William Lorensen and Harvey Cline.. A patent for the algorithm was applied for on June 5, 1985. The patent has now expired.
What is hermite data?
In that context Hermite data is: Per each vertex: Sign (inside or outside of material) or material index. Per each edge: Intersection point of edge and surface (can be stored as single float)
What is greedy meshing?
Greedy meshing is a really useful concept when working with voxels, especially in Roblox where large numbers of parts can cause a lot of lag. The idea is to combine adjacent blocks with each other, to reduce the part count while visually keeping everything the same.