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An implementation of the Marching Cubes method for 3D mesh generation in Unity3D. Uses combinations of noise to procedurally generate infinite volumetric data for generating meshes.

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MarchingCubes

Author: Dmitri Salov

An implementation of procedurally-generated terrain using the marching cubes method for 3D mesh generation.

Overview

Marching cubes is a method used for generating 3D meshes using volumetric data. This volumetric data is represented by a collection of equidistant points in 3D space and a density value associated with each point. We then form "cubes" using a set of 8 points as the vertices of a cube and "march" through a section of 3D space, building a mesh using the densities of the cube vertices.

Density Function

The density of a point is calculated using a density function that takes in 3D coordinates of a single point as an argument and returns a scalar, which is the density at that point. While the density function can return anything, using 3D Perlin noise is an example of a useful density function as it follows cohesion between nearby points, resulting in smooth-looking terrain that can be procedurally generated.

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An implementation of the Marching Cubes method for 3D mesh generation in Unity3D. Uses combinations of noise to procedurally generate infinite volumetric data for generating meshes.

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