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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 three different approaches to this problem: Marching Cubes By far the most famous method for extracting isosurfaces is the marching cubes algorithm.  In fact, it is so popular that the term `marching cubes’ is even more popular than the term `isosurface’ (at least according to Google)!   It’s quite a feat when an algorithm becomes more popular than the problem which it solves!  The history behind this method is very interesting.  It was originally published back in SIGGRAPH 87,

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