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Isosurface

Isosurface extraction algorithms implemented in Rust. The classical Marching Cubes and Dual Contouring techniques are included, along with more modern variations on the theme.

In the interest of education, the documentation for each extraction algorithm links to the relevant academic papers.

Example programs

cargo run --example sampler will execute the sampler, which allows you to compare a variety of algorithms and implicit surfaces.

cargo run --example deferred_rasterisation will execute a demonstration of GPU-side deferred rasterisation from point clouds. This is a technique pioneered by Gavan Woolery, of Voxel Quest fame.

Dependencies

This library intentionally has no dependencies. While that requires some redevelopment of common code (i.e. the Vec3 type), it keeps the footprint of the library small, and compile times low for consuming crates. The examples do however rely on the glium, glium_text_rusttype, and cgmath crates, to avoid reinventing the world.

32-bit indices

For simplicity vertex indices have been fixed at 32-bits, because for chunks of 32x32x32 and larger you'll often end up with more than 65k vertices. If you are targeting a mobile platform that supports only 16-bit indices, you'll need to keep to smaller chunk sizes, or split the mesh on the output side.

Why are optimisations enabled in debug builds?

Without optimisations enabled, debug builds are around 70x slower. The implementation relies on a lot of nested for loops over integer ranges, and the range iterators themselves entirely dominate the CPU profiles in unoptimised builds.

While this can be worked around by converting the for 0..8 style of loop to a while loop with manual counter, the result is quite unpleasant, and distinctly not in the spirit of rust. I'd rather leave optimisations enabled, and wait for the compiler to become better at handling iterators in debug builds.

If you take a dependency on this crate and run into the same issue, you can tell Cargo to compile just this one crate in release mode, by adding the following to your Cargo.toml:

[profile.dev.package.isosurface]
opt-level = 3

isosurface's People

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isosurface's Issues

Marching cubes index caching may be broken

The linear hashed marching cubes algorithm is producing meshes with roughly the same number of triangles, but half the number of unique vertices compared to the basic marching cubes algorithm.

This likely means that my (overcomplicated) index cache isn't actually deduplicating all of the vertices that it should be. This issue is to verify whether the index cache is actually working correctly, and fix it if necessary. If it makes sense to simplify the index cache logic in the process, that'd be a general win.

Would you be open to additional code commenting?

I have been using this repo as a guide while learning about marching cubes / oct tree duals / Morton codes. I appreciate the elegance in your implementation, in particular the use of closures to promote code reuse. I have also been reading through the paper you linked, as well as some of their sources, as I'm not sure I could have connected everything on my own.

As I learn, I have been adding comments to the code to help me solidify my understanding. Given that this the only rust library of its kind (that I can find) I thought it might be useful to others to have these notes (particularly if they don't have access to the academic articles in question.) Would you be open to a pull request adding my additional code comments? I would of course be willing to edit them to your satisfaction. I understand either way!

Rename the torus example

The torus example has morphed into a more complete sample application, as it now encompasses multiple algorithms and distance fields. It would be nice to find it a name that better reflects its current identity.

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