Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Polygonization of Voxels

Sign in to follow this  


I just made up a new word - polygonanization! I'm going to force it into at least one conversation today, and confuse everyone. Actually, someone's probably already made it up, which kinda ruins the effect.

Back to my little project, anyway...

Well, I've worked out how I'm going to make my voxel terrain. The user will be able to place a huge number of small cubes. Then he will be able to perform polygonization on these voxels, making a mesh which spans the lot of them. I'm going to be using an algorithm similar to marching cubes, but changing it slightly to allow for pointy bits. I actually got something like marching cubes working, but it was horribly blobby, which might be fine for hills and stuff, but for sharp rocks etc. it will cause problems.

So the way my formula is working is thus: First of all each voxel detects on which other faces it is being touched by other voxels. Next, according to a set of rules, a mesh is made, smoothing the voxels into a mesh, by joining up the half-way points of the edges (not too dissimilar to marching cubes). Then, the polycount can be decreased, by forcing the mesh to make continuous lines rather than rapidly changing ones.

I probably didn't explain that too well. Oh well. I'll be back next week, hopefully with a working algorithm!
Sign in to follow this  


Recommended Comments

If you're interested, the [url="http://thermite3d.org/joomla/"]PolyVox[/url] library includes both a Marching Cubes-based extractor and a cube-based extractor.

Share this comment

Link to comment
[i]polygonization[/i] ( p??lig?n??z?sh?n ) ( solid-state physics ) A phenomenon observed during the annealing of plastically bent crystals in which the edge dislocations created by cold working organize themselves vertically above each other so that polygonal domains are formed. :blink:

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!