|
11# rwdenj
看帖子 要看完哦~~~~~~~
My personal preference is for marching tetrahedra over marching cubes because it avoids an awkward ambiguous case and just seems generally much simpler with only 8 possibilities for the way the surface can pass through 1 cell instead of 256.
Using midpoints of edges gives a very chunky looking result, whereas linear interpolation should be good enough for most purposes and is pretty straightforward to do.
For anything other than the coarsest mesh, I think checking for intersections in every single sub-cube would be really slow, so I guess one should use an octree approach to narrow it down.
至于导出点做网格覆盖原理上不可行
老boss已经提到这种算法了 的确是很慢 我估计Octree也快不到哪去
我的算法就是最耗空间的算法 并没有多余的loop 因为网格上的每个点都要计算,
所以100*100*100 个点的每帧计算次数肯定大于1000,000 快不了的 |
|