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![marching_cubes.png](https://static.wixstatic.com/media/12787a_dd5425efc87742299e585717dbd21378~mv2.png/v1/fill/w_919,h_402,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/12787a_dd5425efc87742299e585717dbd21378~mv2.png)
MARCHING CUBES
![](https://static.wixstatic.com/media/12787a_df434e127d994506ad25547557b7f069~mv2.jpg/v1/crop/x_433,y_0,w_808,h_782/fill/w_442,h_429,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/12787a_df434e127d994506ad25547557b7f069~mv2.jpg)
Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are sometimes called voxels)
- Wikipedia
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My approach on marching cubes was inspired by Sebastian Lague. Even though he explain the algorithm very well in the following video, I looked up the paper Wikipedia mentioned and started an implementation of my own.
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Binaries of this implementation can be downloaded below
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