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...