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Thank you for this amazing implementation. One question arose while we've tried it, how would you implement a grid resolution parameter as in Paul Bourke's article to steer the resolution of the mesh? By just increasing sampling distances in the volume?
Greetings
Dominique
PS: Talking about this
My first guess would be the increase the sampling in the MeshConstruction shader from:
[numthreads(4, 4, 4)]
void MeshReconstruction(uint3 id : SV_DispatchThreadID)
{
// Boundary check
if (any(id + 1 >= Dims.xyz)) return;
// Voxel samples at each cube vertex
float4 samples[8];
for (uint i = 0; i < 8; i++)
samples[i] = VoxelValueWithGradient(id + CubeVertex(i));
// ...
}
to something like
uint samplingDistance;
[numthreads(4, 4, 4)]
void MeshReconstruction(uint3 id : SV_DispatchThreadID)
{
id = id * samplingDistance;
// Boundary check
if (any(id + 1 >= Dims.xyz)) return;
// Voxel samples at each cube vertex
float4 samples[8];
for (uint i = 0; i < 8; i++)
samples[i] = VoxelValueWithGradient(id + CubeVertex(i));
// ...
}
and modifying the threadgroups by this samplingDistance:
Hello @keijiro !
Thank you for this amazing implementation. One question arose while we've tried it, how would you implement a grid resolution parameter as in Paul Bourke's article to steer the resolution of the mesh? By just increasing sampling distances in the volume?
Greetings
Dominique
PS: Talking about this
![image](https://user-images.githubusercontent.com/895834/149513458-baddb4e9-3d39-4727-8358-893abaaa4c7b.png)
My first guess would be the increase the sampling in the MeshConstruction shader from:
to something like
and modifying the threadgroups by this samplingDistance:
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