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For each cube you do an evaluation on the 8 vertices of the cube.
Cubes are adjacent so many vertices will get evaluated up to 8 times - to produce the same result each time.
I borrowed your code for my project and improved it by evaluating and caching 2D layers.
It's a nice speed up if you care about STL generation (which I do). https://github.com/deadsy/sdfx/blob/master/sdf/marching.go
Thanks for the code!
The text was updated successfully, but these errors were encountered:
Yes. I was frustrated by OpenSCAD and thought that SDFs would be a way to get blended surfaces without too much work. It turns out that SDFs are pretty good value for the code, so I'm pleased by that. I can use pt to do a ray marched render, but these days I mostly just use marching cubes to render straight to an STL. Now I'm looking for a mesh generator that uses less triangles and has less aliasing on edges...
Yeah, I recently wrote some code to simplify meshes generated via marching cubes, but never got it to a final state. I'd be curious to see if you find a better way.
For each cube you do an evaluation on the 8 vertices of the cube.
Cubes are adjacent so many vertices will get evaluated up to 8 times - to produce the same result each time.
I borrowed your code for my project and improved it by evaluating and caching 2D layers.
It's a nice speed up if you care about STL generation (which I do).
https://github.com/deadsy/sdfx/blob/master/sdf/marching.go
Thanks for the code!
The text was updated successfully, but these errors were encountered: