algorithmic modeling for Rhino
A script developed for Rhino/GH which implements a "naive surface nets" algorithm(described in this link : http://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/). I developed it based on conversations with David Reeves and Lorenzo Greco. Whats interesting about the algorithm is that its hybrid between Surface Nets and Marching Cubes, and will always produce quads. It still needs some work on the field generation according to the work of Poul Burke.
Tags:
Comment
@Laurent : I saw your implementation looks good, keep me informed on your mesh offsets :)
@Nik : Its a fun little thing to play around with:) however I am not smoothing cubes, the net is a direct output.
I dont know how familiar you are with marching cubes? Because that is the backbone of what this is doing. Per voxel it generates a series of points which is averaged to create the smoothed/final point position. Meaning it outputs the final geometry in one go. With the corect Surface Nets Algorithm(http://www.spl.harvard.edu/archive/spl-pre2007/pages/nobrain/CD-6-9...) you generate a cubic approximation of the field and then smooths it along the gradient. This method skips that. I hope this makes sense.
Thank you, it still needs some work, but its a step in the right direction:)
Very nice work Jens :)
Welcome to
Grasshopper
Added by Parametric House 0 Comments 0 Likes
Added by Parametric House 0 Comments 0 Likes
Added by Parametric House 0 Comments 0 Likes
Added by Parametric House 0 Comments 0 Likes
Added by Parametric House 0 Comments 0 Likes
© 2024 Created by Scott Davidson. Powered by
You need to be a member of Grasshopper to add comments!