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0 answers
170 views

I implemented an algorithm to fill the RWTexture3D with density values according to y coordinate of the value using compute shader. Basically, density[id] = id.y * 0.01 - 0.5. So my densities are in a ...
AndrewSargin's user avatar
1 vote
1 answer
165 views

A collegue of mine recently tried to visualise strain moduli using matplotlib. If you do not know what that is: Here's a link if you are interested. https://www.degruyter.com/document/doi/10.1524/zkri....
J.Doe's user avatar
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The point cloud, a set of points representing the external surface of objects, is commonly generated by 3D scanners or photogrammetry software. It alleviates the direct computational resource demands ...
Mehdi MA's user avatar
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572 views

I am new to VTK python. I have a csv file with 8000 point (X, Y, Z) and corresponding 8000 signed distances (sdf) I am trying to read the data and apply VTK filter to reconstruct the surface at sdf = ...
Ricky's user avatar
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I'm working on an implementation of the Marching Cubes algorithm in Unity. I just implemented smooth shading to my mesh and now I'm getting some weird lighting effects. I'm new to this algorithm and I ...
cooldev's user avatar
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I'm working on terrain generation using marching cubes. As of now I'm able to generate the terrain vertices in a compute shader but I can't figure out how to draw the mesh without reading the vertices ...
crfellows's user avatar
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426 views

I am using the python scikit-image marching cubes implementation to create real time moving surface meshes. I am running into a problem where sometimes I get really small surface elements, or else ...
Alex's user avatar
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I have an issue where I made a marching cubes algorithm and it works perfectly, up until rendering an arbitrary cube n, where n is dependant on the dimensions of the render area, where any cube after ...
JimMcTim's user avatar
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Is there any way to use two buffers in compute shader in HLSL in Unity? I need to use one to input some scalar values on a grid and one to get back vertex array generated by marching cubes.
Crimsoon's user avatar
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I am trying to implement the Transvoxel algorithm for a game I am working on but I'm noticing some weird issues in the mesh generated: Not sure why there are gaps and why the sphere has fins behind it....
Darnell Champen's user avatar
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133 views

What it spits out My raycast spits out a position way off from what it's supposed to be. I'm trying to place objects procedurally on a procedural mesh. I've been scratching my head at this for a while....
SanteriSalovaara's user avatar
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1 answer
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I want to draw a volume in x1,x2,x3-space. The volume is an isocurve found by the marching cubes algorithm in skimage. The function generating the volume is pdf_grid = f(x1,x2,x3) and I want to draw ...
kampfkoloss's user avatar
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182 views

I am generating a sphere with the marching cubes algorithm, the sphere is split up into chunks and whenever I try to terraform near a chunk border, instead of a bump being added to the sphere a rift ...
Whatever's user avatar
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602 views

I have a 3D generated voxel model of a vehicle and the coordinates of the voxels are in the vehicle reference frame. The origin is at the center of the floor. It looks this: array([[-2.88783681, -0....
Anubhav Guha's user avatar
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1 answer
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The following program is a solution to the Marching Square problem in Python: from typing import List def GetCaseId(Point_A_data: float, Point_B_data: float, Point_C_data: float, ...
user366312's user avatar
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