Signed Distance Fields is a way to represent 3D models as implicit surfaces. to use them in video games you may want to turn them into a mesh.
Inigo Quilez is the godfather of Signed Distance Functions, and have excelent information about them on his site.
| Algoritm | How to handle LODs | Libraries | Other references |
|---|---|---|---|
| Marching cubes | Transvoxel | ||
| Surface Nets | Skirting / stitching | fast-surface-nets-rs, GDvoxelTerrain | |
| Dual Contouring | Can work on octrees | Dual Contouring Tutorial | |
| Compact Isocontours by Moore and Warren (1995) | Supposedly used in Spore? | ||
| Screened Poisson Reconstruction | PoissonReconstuction |
0 FPS
Ethan Gore
CodeJar
bonsairobo / DreamCat Games
Miguel Cepero / Voxel Farm
Nick / ngildea
Sebastian Lague
Ming-Lun “Allen” Chou creator of MudBun
Matt Keeter
No Man's Sky
Matt Keeter
Instead of turning the SDF to a mesh one can use Raymarching to render it directly. It seems like combining meshing for collitions and raymarching for real time changes could be smart.