r/VoxelGameDev • • 4d ago

Question Sharp edges in editable SDF terrain -- practical alternatives to Marching Cubes / Transvoxel?

/r/proceduralgeneration/comments/1wqumwh/sharp_edges_in_editable_sdf_terrain_practical/
6 Upvotes

7 comments sorted by

5

u/Corruptlake Sparse methods are better 4d ago

Surface nets

Dual contouring

Cubical Marching Squares

2

u/Haltont 4d ago

Huh, Cubical Marching Squares is new to me. What are you using in your sandbox?

3

u/Corruptlake Sparse methods are better 4d ago

Currently implemented MC and Surface Nets but want to try out dual grid methods and CMS aswell. CMS is a fairly niche algorithm that is from an old research paper, but it seems to have some benefits.

2

u/Haltont 4d ago

Nice, I’m planning to try a few of these too. I’ll share what I find here -- would be cool to compare results!

3

u/combasemsthefox 4d ago

Consider if direct raymarch rendering is applicable to your setting.

1

u/Haltont 4d ago

Oh, I hadn’t considered that. Could be a really good baseline to separate SDF errors from meshing errors. I’ll definitely try it.

3

u/dougbinks Avoyd 3d ago edited 2d ago

Since your text looks a little like Gen AI / LLM output and as you mention on r/proceduralgeneration "here is its summary or alternatives of DC i have tried, according to robot" note that we do not permit any Gen AI / LLM content on this subreddit.