sjb3d,
@sjb3d@mastodon.gamedev.place avatar

Back to experimenting with meshing algorithms, trying to add variable resolution support while keeping the output manifold.

Left image is just directly meshing SDF samples in an octree (complete with red non-manifold edges where resolution changes). Right is a dual method, edges are a mess so it doesn't look manifold, but it is!

lritter,
@lritter@mastodon.gamedev.place avatar

@sjb3d very neat

aeva,
@aeva@mastodon.gamedev.place avatar

@sjb3d is this dual contouring?

sjb3d,
@sjb3d@mastodon.gamedev.place avatar

@aeva similar to dual marching cubes (in particular how the octree gets stitched together), but different meshing

aeva,
@aeva@mastodon.gamedev.place avatar

@sjb3d ah. is it a specific method, or are you just experimenting?

sjb3d,
@sjb3d@mastodon.gamedev.place avatar

@aeva just an experiment so far, would like to find something that works well for distance fields

aeva,
@aeva@mastodon.gamedev.place avatar

@sjb3d ah ok. DC QEF is what @lritter recommended to me to try next, but I've been slow to actually implement it >_>

mjk,
@mjk@hachyderm.io avatar

@sjb3d @aeva

It turns out there are two (very different) papers that both call themselves "dual marching cubes" – are you referring to Nielson '04, or Schaefer & Warren '05?

sjb3d,
@sjb3d@mastodon.gamedev.place avatar

@mjk @aeva ah, the octree traversal bits are from the Schaefer & Warren paper, it seems pretty neat to stitch different resolutions together.

kimau,
@kimau@mastodon.gamedev.place avatar

@sjb3d Have all your experiments been realtime? You been doing any experiments with higher quality topo assuming longer processing times?

sjb3d,
@sjb3d@mastodon.gamedev.place avatar

@kimau hey, yep this is intended for realtime, no higher quality version yet but I'd like to limit cost!

kimau,
@kimau@mastodon.gamedev.place avatar

@sjb3d yeah more and more at least for 3d tools it feels like you want a fast and good version. Esp for export to mesh functionality.

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