Vimarsana
Biggest News Aggregation in the World

Page 2 - Marching Cubes News Today : Breaking News, Live Updates & Top Stories | Vimarsana

Stay updated with breaking news from Marching Cubes. Get real-time updates on events, politics, business, and more. Visit us for reliable news and exclusive interviews.

Top News In Marching Cubes Today - Breaking & Trending Today

GitHub - fogleman/sdf: Simple SDF mesh generation in Python - Vimarsana News

GitHub - fogleman/sdf: Simple SDF mesh generation in Python

sdf library in a Python virtualenv. git clone https://github.com/fogleman/sdf.git cd sdf virtualenv env . env/bin/activate pip install -e . Confirm that it works: You can skip the installation if you always run scripts that import sdf from the root folder. File Formats sdf natively writes binary STL files. For other formats, meshio is used (based on your output file extension). This adds support for over 20 different 3D file formats, including OBJ, PLY, VTK, and many more. Viewing the Mesh Find and install a 3D mesh viewer for your platform, such as MeshLab. I have developed and use my own c...

Source: github.com
Metaballs and Marching Squares - Vimarsana News

Metaballs and Marching Squares

Metaballs and Marching Squares Click any of the animations to pause Something about making visually interesting simulations to play with just gets me really excited about programming, particularly when there’s some cool algorithm or bit of math backing it. Reading a bit about particle simulations on Wikipedia, I stumbled upon metaballs. In 3D, metaballs looks something like this: From Metaballs on Wikipedia This looked like it had the potential to yield some cool behaviour, so I decided to dive in. To start, I just wanted some circles bouncing around, like this: Sweet. The next step is to ...

Smooth Voxel Terrain (Part 2) - Vimarsana News

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 extrac...

Source: 0fps.net