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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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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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## 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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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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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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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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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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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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Right now the terrain are self smoothed, but it can create some gaping, leaking and floating issues when the terrain blocks are closed to material blocks like wood planks.
IMO, those material block…
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Greedy meshing would allow complex voxel worlds have much less complicated geometry when adding and removing blocks. [Example](https://www.youtube.com/watch?v=0OZxZZCea8I)
Details [here](https://0f…