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This repository has been archived by the owner on May 7, 2019. It is now read-only.

It's like Marching Cubes but not really. Based on the algorithm described by Chien-Chang Ho et al. in Adaptive Feature Preserving Surface Extraction from Volume Data.

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ZachHembree/GreedyCubicalMarchingSquares

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Greedy Cubical Marching Squares

This is a partial implementation of the Cubical Marching Squares algorithm for use with Unity Engine. As of yet it lacks lacks the amgiguous case resolution or sharp feature preservation features described in the original National Taiwan University paper, but it does support a WIP version of a voxel simplification feature that is designed to combine voxels with coplanar surfaces and minimize the number of polygons needed to represent flat areas while retaining a high level of detail.

This project is no longer in development and is being abandoned in favor of another project that I hope I'll actually start at some point.

Image of unreduced and unreduced cabinet meshes

Usage

In order to use this, you'll need to create an instance of one of the classes inheriting from GreedyCms.Volume, HeightMapVolume or MeshVolume, with the correct input, an IList[][] heightmap or a UnityEngine.Mesh respectively, and use that to create an instance of the GreedyCms.Surface class and call GetMeshData to get the information needed to instantiate a new mesh.

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It's like Marching Cubes but not really. Based on the algorithm described by Chien-Chang Ho et al. in Adaptive Feature Preserving Surface Extraction from Volume Data.

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