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Dual Contouring - what is it and how to use it?

It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understand Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subject.

I've already read:

And I'm reading now:

But the thing is: I'm not used to all those calculus and math and the information doesn't get into my brain. I need some clarification, or a tutorial.

I'm creating a 3D game with "destructible" map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (so I can implement it)?

  • what's the density math and what is it used for? Do I need to check for the neighbour voxels values to get the density?
  • what's an isosurface?
  • and what's exactly an hermite data?
  • for implementing the Minecraft-like voxel engine I had to put the vertices in the grid. And triangles were in the edges of each voxel. Where are they going to stay now?

I read something about marching squares already, too. And I understood there were 16 situations when building the voxel system. But does it apply to dual contouring?

Any information will help! I mean any in all ways, from the introduction in the subject to the end, or code examples or even pseudo code explained.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)

Oh, and the question Can someone explain dual contouring? doesn't help me because it doesn't have any introductory information.

THANKS in advance!