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jamesgregson.blogspot.com | ||
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blog.42yeah.is
[AI summary] A detailed explanation of Marching Squares and Marching Cubes algorithms for generating contours and 3D meshes from implicit functions. |
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www.boristhebrave.com
How to create a sharp mesh from a function without even trying In part 1 and part 2 of the series, we looked at the Marching Cubes algorithm, and how it can turn any function into a grid based mesh... |
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0fps.net
Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... |
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simoncoenen.com
A graphics study of Doom Eternal |
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