Smooth Voxel Terrain (Part 2)
For the sake of concreteness, let us suppose that we have approximated our potential field by sampling it onto a cubical grid at some fixed resolution. To get intermediate values, we’ll just interpolate between grid points using the standard trilinear interpolation. This is like a generalization of Minecraft-style voxel surfaces. Our goal in this article is to figure out how to extract a mesh of the implicit surface (or zero-crossings of ). In particular, we’re going to look at...
Paul Bourke Bloyd Bourke Sarah Frisken Gibson Jean Marie Favreau Elastic Surface Nets Mitsubishi Electric Research Labs Cory Gene Bloyd
Source: 0fps.net