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#marchingcubes — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #marchingcubes, aggregated by home.social.

  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. 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 . Orchestrated in

  3. 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

  4. 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

  5. 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

  6. #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

  7. #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

  8. #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

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

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

    I am using a #compute #shader 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

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

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

    I am using a #compute #shader 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

  11. 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

  12. I used compute shaders for the first time ever in #unity
    Even with me not 100% knowing what i'm doing im getting such crazy performance improvements over the single threaded CPU!
    #MarchingCubes with:
    125'000 verts 90 times faster
    1'000'000 verts 160 times faster