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## Marching cubes
Simple, but flawed by ambiguous cases and cannot reproduce sharp features. Also, no specification of how to handle LOD across regions of different detail. Naive implementations of…
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Volumetric Terrain Genereation on the GPU : A modern GPGPU approach to Marching Cubes
http://www.naturalspublishing.com/files/published/q74fbtm557v7b9.pdf
A Fast Fluid Simulator Using Smoothed-Parti…
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Hello again.
I have been getting back into my volume based rendering in rust and wanted to discuss some of the research with you.
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## Bakers
I have been looking at other surfacing algor…
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Terrain is gonna be an interesting topic for Prowl.
We want Voxel support however regular voxels can be quite expensive, and we also want regular Quadtree terrain for maximum performance.
The …
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As of #63, we're GPU bound on weak hardware. Using simplified geometry for distant chunks could help alleviate this. A very simple approach would be to run marching cubes on entire chunks, such that e…
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LOD downscaling with smooth voxels comes with drawbacks. Typically, features of the terrain will either be lost or exxagerated. Currently, the module assumes nearest-neighbor sampling, which is the fa…
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Hello,
To start I'd like to say thank you very much for making this repo; I was scared of having to do dual marching cubes myself so this is really helpful for my project.
My real issue is that …
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@HungryProton we discussed a `Plane Mesh from Transforms` node for terrain here: https://github.com/HungryProton/concept_graph/pull/59#issuecomment-633555264
The main idea is to be able to generate…
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This is not perhaps the correct way to ask such a question, I'm trying to use your engine for some research in immersive analytics. I've been trying to use the existing unity [implementation](https://…
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1. **Terrain editing**
Editing the terrain would be fun. (Simple) You already use a heightmap so a "brush" can be used to grow and shrink the terrain. (Complex but good) The complex method would to i…