Questions tagged [marching-cubes]
Marching Cubes is an algorithm for generating a mesh (rounded or with cut corners) from a 3D grid of voxels.
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Stitch meshes with different level of detail
I have an implementation for generating a mesh using marching cubes with different levels of detail.
The issue arises when transitioning between meshes with higher vertex density (smaller scale meshes)...
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Gaps between terrain chunks generated with marching cubes
My generated terrain chunks have gaps between them:
I'm using Compute Shader and Simplex Noise from FastNoiseLite library to generate noise:
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Pathfinding on the surface with Marching cubes
I'm making a game where the world is made of 3D density field of Voxels.
And I use Marching Cubes to create a mesh using the Voxels.
It needs to be fast because You can modify terrain a lot.
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How to use transvoxel cell cache with octree structure?
I have been implementing Transvoxel in to my Marching Cubes project in c++. The Transvoxel documentation and available code examples feature cell vertex reuse (caching) via indices. The main benefits ...
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Marching cube terrain generated by compute shader gives strange error
I'm creating my own terrain terrain system for Unity using marching cubes but I've run into a problem I'm stumped on. First I'll explain how it works:
A compute shader creates an array of points ...
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Can edge positions between LOD's be synced in marching cubes meshing?
Generaly when I think of marching cubes LOD mesh differences, I think of something like:
But the reallity is:
Theoretically the edges (right, left in picture) are same for low and high resolutions ...
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Combining cubes Issue in Marching Cubes
I was trying to implement the marching cubes and combine every little cube this way:
I get a cube of vertices depending on their surfaceLevel
I look for the ones that are below the surfaceLevel and ...
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How would I go about coloring marching cubes terrain?
I'm making a game with marching cubes terrain (I know very original idea) and I don't exactly know how to color it. I have a system to do it, I just need to know how to interpolate it where it's not ...
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How to construct a octree density from SDF for MC
It very clear how it works with a regular grid. 3 inner loops - x, y, z over some size. The smaller the cells, so will be the mesh more detailed.
But how about octree. I know i can stich different ...
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How to get normals from volume density grid?
I am meshing my volume density data with marching cubes. The density data is a flat array and it's elements contain a) distance from surface, b) a normal (xyz). However this normal is for the density ...
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Setting vertex colors for a marching cubes mesh
I am making a voxel based terrain system (Yes, I know, very original...), anyway...
Each voxel should have it's own color so the player can distinguish which type of material it is. For example: dirt ...
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My vertex cache for reusing vertices in marching cubes algorithm in unity fails for one case, but I cant figure out what case
I implemented the marching cubes algorithm in unity and wanted to reuse vertices instead of creating new ones for every triangle. I am looping through a 3D array of points as I generate the mesh in ...
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Converting a multidimensional array to a distance field
I've been working (as so many others before me have) on a small Voxel-type game prototype.
So far, i have a 3d array (16 by 16 by 255 elements) that contains block ids - and as of right now, 0 means "...
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How to use Transvoxel tables [duplicate]
Could someone explain how to use the lookup tables provided on http://transvoxel.org/ with the regular Marching Cubes algorithm?
I'm not even talking about the whole LOD System etc. I actually ...
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Issues with Marching Cubes
so I'm trying to write a marching cubes class for my game, at the moment I have it close (I think). Right now I'm focusing on vertexes and indices. So I'm getting triangles to appear where I want them ...
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Unity Marching Cubes triangulation bug
So, well I've been trying to find out the reason of the following bug in my marching cubes implementation, but I can't figure it out.
Now this is a two state implementation of MC (just two exact ...
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Marching cubes with destructible environment
I've been spending a lot of time over the past few days finding out information about the marching cubes algorithm and I'm pretty sure I understand it.
My game would be using chunks of land with the ...
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Using 2D Heightmap Data to generate terrain with the Marching Cubes Algorithm
The Marching Cubes (MC) algorithm works by taking 8 points of a cube with different density values and converting them into vertices and triangles based on a given iso level (threshold above which is ...
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What does mean the float value in a voxel data?
We know that a voxel can be represented by a three dimensional array of boolean or float values. There is an answer that demonstrates this perfectly: the difference between binary/boolean or floating-...
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Smooth mesh from voxel grid
Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the ...
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How to do Marching Cubes Meshing in unity 3D
I'm getting very peculiar results from my marching cubes based surface generator within unity and figured this must be a pretty common problem that has been solved already, so I thought I would ...
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Mining cubes out of marching cubes
I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...
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Marching Cubes Vertex Normals
I understand how to generate geometry using marching cubes at an isosurface, but I haven't been able to find a clear explanation on how to calculate the vertex normals for a mesh produced using ...
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Marching Cubes Chunks
I'm doing some voxel based game, where I want to have voxel planets. I decided to use the marching cubes algorithm, and I successfully created a planet (even with noise) with the following density ...
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Voxel (Marching Cubes) Terrain Creation / Terrain Editing
im working on a voxel based game in unity. the terrain(sphere-->planet) should be out of voxels and at first i built a minecraft like voxel plugin for unity. this means that i had a sphere out of ...
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How to construct the marching cubes tables algorithmically?
I want to implement the marching cubes algorithm from scratch, but I'm stuck at the polygon generation phase (building edge loops with correct orientation and triangulating them).
Obviously, I should ...
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Marching cubes leaving holes in the mesh
Hi I'm trying to reproduce GPU Gems 3 chapter 1 (Generating Complex Procedural Terrains Using the GPU) and so far I managed the basics... Now I'm betting some strange output.
I started with the ...
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What version of Marching Cubes bring "ambiguities"
I am reading Eric Lengel’s paper about the Transvoxel algorithm.
In an early part describing the classical Marching Cubes (3.1.1), he talks about ambiguous cases. From what I understand, these can ...
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How to do collision detection on marching cubes terrain?
I'm writing the physics part of my game engine. The world uses the marching cubes algorithm on a 3d perlin noise to make the terrain.
How do I do collision detection on the resulting mesh? I can't ...
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Texturing a mesh generated from voxel data
I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the ...
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Marching cubes over an octree dual - how?
In Dual Marching Cubes the dual of an octree is tessellated via the standard marching cubes method. But the classical marching cubes algorithm operates only on cubes with eight vertices (it uses signs ...
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Dual marching squares/cubes - divide or do not divide a node?
In the marching squares/cubes algorithm, how is it decided if a node in the quadtree/octree will be divided further (into 2^dimension nodes)?
I read about this ...
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Marching cubes density function: noise sampling leaves holes in plane
I'm following the GPU Gems 3 chapter 1 (Generating Complex Procedural Terrains Using the GPU). The main difference is that I'm using the CPU for generating the mesh(es) based off of marching cubes. ...
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Marching cubes and LoD
I have and octree based world constructed (on the start) via marching cubes with certain density function to make a terrain (variations on noises). The terrain is rater smooth, it is not like ...
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Marching Cubes Terrain [closed]
For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
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How to implement marching cube algorithm for rendering clouds
I would like to render clouds using C#, directX9.0
using Microsoft.DirectX.Direct3D;
using Microsoft.DirectX;
Now I have roughly add and render the vertex as per ...
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How to texture voxel terrain without triplanar texturing?
How can a voxel terrain (marching cubes) be textured without triplanar mapping ?
The goal being to have more artistic freedom.
I think, I could unwrap the mesh while extracting the isosurface then ...
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Generating terrain using Marching Cubes
I searched around the web but I found nothing that could help me, so I'm asking here.
I'm trying to procedurally generate terrain using the marching cubes algorithm, and I can generate a mesh. The ...
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Producing a smooth mesh from density cloud and marching cubes
Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
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Understanding marching cubes and voxel data relationships
in case it matters i'm doing all this in unity with C# ...
I think I missed something or maybe don't understand the logic correctly.
I have an existing voxel engine that looks very "minecrafty" at ...
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"Marching cubes" voxel terrain - triplanar texturing with depth?
I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass ...