#marchingcubes — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #marchingcubes, aggregated by home.social.
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#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!
https://blog.42yeah.is/algorithm/2023/07/15/marching-cubes.html
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#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!
https://blog.42yeah.is/algorithm/2023/07/15/marching-cubes.html
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#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!
https://blog.42yeah.is/algorithm/2023/07/15/marching-cubes.html
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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: https://ghadeeras.github.io/pages/scalar-field-tracing
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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: https://ghadeeras.github.io/pages/scalar-field-tracing
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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: https://ghadeeras.github.io/pages/scalar-field-tracing
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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 -
New blog post for my #procedural planet generation project in #unity
Describing how I implemented the #marchingCubes algorithm.
https://symetry.itch.io/planet-generation/devlog/504639/implementing-marching-cubes