c++ogre3dmarching-cubes

Marching Cubes Terrassing/Ridge Effect


I am implementing a marching cubes algorithm generally based on the implementation of Paul Bourke with some major adjustments:

Basically I changed nearly 80% of his code. My resulting mesh has some ugly terrasses and I am not sure how to avoid them. I assumed that using floating points for the scalar field would do the job. Is this a common effect? How can you avoid it?

Terassing Marching Cubes

calculating the vertex positions on the edges. (cell.val[p1] contains the scalar value for the given vertex):

//if there is an intersection on this edge
        if (cell.iEdgeFlags & (1 << iEdge))
        {
            const int* edge = a2iEdgeConnection[iEdge];

            int p1 = edge[0];
            int p2 = edge[1];

            //find the approx intersection point by linear interpolation between the two edges and the density value
            float length = cell.val[p1] / (cell.val[p2] + cell.val[p1]);
            asEdgeVertex[iEdge] = cell.p[p1] + length  * (cell.p[p2] - cell.p[p1]);
        }

You can find the complete sourcecode here: https://github.com/DieOptimistin/MarchingCubes I use Ogre3D as library for this example.


Solution

  • As Andy Newmann said, the devil was in the linear interpolation. Correct is:

    float offset;
    float delta = cell.val[p2] - cell.val[p1];
    
    if (delta == 0) offset = 0.5;
    else offset = (mTargetValue - cell.val[p1]) / delta;
    
    asEdgeVertex[iEdge] = cell.p[p1] + offset* (cell.p[p2] - cell.p[p1]);