Marching Triangles, Squares, Cubes, Tetrahedrons
{0} (0,0) |
{1} (1,3) |
{2} (2,4) |
{3} (2,6) |
{4} (2,6) |
{5} (3,5) |
{6} (3,7) |
{7} (3,9) |
{8} (4,4) |
{9} (4,6) |
{10} (4,8) |
{11} (4,6) |
{12} (4,8) |
{13} (4,12) |
{14} (4,6) |
Triangulated Cubes taken from "Marching Cubes: A High Resolution 3D Surface Construction Algorithm" by William E. Lorensen and Harvey E. Cline, Computer Graphics Volume 21, November 21, Number 4, July 1987.
The ordered pair (b,i) represent the number of balls in the diagram and i the number of intersection points.
Unique pairs
(0,0), (1,3), (2,4), (3,5), (3,7), (3,9), (4,4), (4,12)
Non-unique pairs
(4,8)*2, (4,6)*3, (2,6)*2
Points about the cube are classified as above or below a value say c. If the cube vertex has the function applied to that point and its above c, the vertex has a red ball, else nothing.
Compare with Marching Terahedrons .
<TODO> - Problems with surface generation, basic implementation description.