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A lot of calculations can be simplified by turning this into a 2D problem, and you can do that by casting your ray along a single axis -- x, y, or z. For a given V = { Vx, Vy, Vz }, if we cast our ray along the z axis, we're effectively just checking which triangles intersect the 2D point V2 = { Vx, Vy } (projected into 2D by removing the z component). From ...


I got something working more or less using trilinear interpolation (Wiki). When the marching cubes vertex is sampled, I look for the neighbouring data in my voxel data, use this data for interpolation described in wiki. Example: in(3.14, 0.4, 1) x0 = 3, x1 = 4 y0 = 0, y1 = 1 z0 = 1, z1 = 2 which are used directly in wiki algorithm. Heres an example ...


You can use RLE. But you can use SVO (Sparse Voxel Octree), id Tech 6 uses SVO. A SVO is a 3D computer graphics rendering technique using a raycasting or sometimes a ray tracing approach into an octree data representation. The technique varies somewhat, but generally relies on generating and processing the hull of points (sparse voxels) which are visible ...


Make a variable Scale of the Planet,and a variable Distance and Position,distance receives a relativity of Position(x,y,z) of block and the Center of Mesh. And make a if(Distance <= Scale) { MakeVoxel(x,y,z,Material); } Ok.

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