#voxel
// 10 pages tagged #voxel · every tag
- Marching Cubes
The 1987 iso-surface extraction algorithm — how it works, what breaks, and what to reach for when it does. - Designing Scalar Fields for Procedural Terrain
How to compose height, noise, caves, brushes, and materials into a scalar field that Marching Cubes can sample reliably. - Normals for Implicit Surfaces
How to recover stable, smooth normals from scalar fields, finite differences, and gradients — including chunk boundaries and transformed spaces. - Raym — Interactive Terrain Generation with Marching Cubes
A real-time interactive terrain generation and modification system built with C and Raylib, implementing the Marching Cubes algorithm for smooth voxel-based terrain. - From Brush Stroke to Mesh — Real-Time Voxel Terrain Editing in C
The complete edit loop behind a sculptable Marching Cubes terrain — picking, density updates, dirty chunks, remeshing, and GPU hand-off. - Seamless Chunked Voxel Terrain
The sample ownership, halo, dirty-region, and precision rules that keep Marching Cubes chunks from growing cracks and lighting seams. - Transvoxel in Practice
A table-driven guide to stitching Marching Cubes terrain across a 2:1 level-of-detail boundary without cracks. - Dual Contouring
Iso-surface extraction that keeps sharp features and plays well with adaptive octrees. - Sparse Voxel Octrees
Compressing voxel worlds with octrees and ray-casting through them directly on the GPU. - Voxel rendering techniques
A survey of ways to get voxels onto a screen — cubes, iso-surfaces, octree ray-casting, cone tracing.