Marching cubes on GPU (DirectX)

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3 comments, last by BlackJoker 7 years, 7 months ago

Hi all.

Recently I started to study marching cubes technique to generate infinite terrains on GPU in runtime.

I found these articles:

http://www.geisswerks.com/about_terrain.html

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html

But partial demo source code is very hard to understand and also it is almost 10 years old.

I understand how this should work in theory, but don`t understand yet how it should be implemented in code.

So, I want to ask if someone has already faced with this technique and has more recent working open source implementation on DirectX11 (C++ or C#), could you share your source code, please?

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http://web.archive.org/web/20020802074137/http://astronomy.swin.edu.au/~pbourke/modelling/polygonise/

This has a very good explanation and simple code (not dX specific though).

Hi all.

I'm joining the question of topic starter. Actually we're working on the issue together.

http://web.archive.org/web/20020802074137/http://astronomy.swin.edu.au/~pbourke/modelling/polygonise/

This has a very good explanation and simple code (not dX specific though).

BloodyEpi, thank you very much for the article, but the main stopper is the difficulty of implementinf this on the shaders (in order to achieve some speed). The algorithm itself is clear, but if someone could share some not very complex shader implementation (or point such in the web) - it would help greatly.

Have you looked into this? (Not sure how difficult it would be to translate from GLSL to HLSL.)

http://www.icare3d.org/codes-and-projects/codes/opengl_geometry_shader_marching_cubes.html

On initial reading, it looks nice, simple, and self-contained. Unfortunately, I never got around to implement my own version of it, maybe one day...

Sorry for the late responce.

I found also this implementation on GitHub

https://github.com/Tsarpf/MarchingCubesGPU

Thanks everyone for help.

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