Consider non-linear interpolation when placing vertex between voxels?

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Issue #34 new
David Williams created an issue

Not sure if this is useful but it's at least worth thinking about. Higher order interpolation will probably be too expensive, but it be worth testing something like smoothstep():

Discussion here:

Comments (5)

  1. Matt Williams

    Smoothstep is exactly the sort of function I was thinking of. It might be too expensive for such a small improvement but I'll try to check it out at some point.

  2. David Williams reporter

    I think it will be pretty cheap compared to the rest of the stuff that goes on during surface extraction. I'm a little concerned that the resulting mesh might have a 'wavey' effect but I certainly think it's worth trying to see. Perhaps the parameters can be tweaked to obtain the best result. I'll leave this with you but let me know if you need anything.

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