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  1. Experimenting with generating meshes from implicit surfaces.

    High and low resolution meshes from the same surface.

    3D trig defines a surface. Marching cubes to convert to a mesh. Rendered in #PBRT. Orchestrated in #RStats

    #RStats #PBRT #MarchingCubes

  2. #Blog day! This week we’ll talk about the marching cubes algorithm, but we will start from marching squares to get a strong intuition. Please give it a read if you are interested!

    blog.42yeah.is/algorithm/2023/

    #MarchingCubes #MarchingSquares #Graphics

  3. Still toying with ... Not sure what I was trying to accomplish with this example, or what I was expecting exactly.

    I suppose it is a hybrid of / (not with a signed distance field, but with scalar field gradients) and (minus the polygonization). Maybe there is a proper name for it in the graphics circles?

    I am using a to create a 3D texture with scalar field values and gradients, and sampling it in the fragment shader (the thing that shoots it with rays 🙂 )

    Assuming the compression did not kill it, I kinda liked the quality more than using the conventional marching cubes/tetrahedra. Still, it might be a waste of GPU power on something simple. Also there are some undesirable artefacts that I could not get rid of.

    The toy could be found here: ghadeeras.github.io/pages/scal