Skip to main content
4 of 4
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/

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

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience.

I searched all I could before writing this question. I've already read:

And I'm currently working through:

I'm not used to all the calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with destructible map in Unity 5. I implemented a Minecraft-like voxel system. But how does Dual Contouring work (and how do I implement it in C#)? I don't want to reinvent the wheel, I want to USE it, but if I can't find a ready-made solution in Unity then I need a grounding in how this algorithm works so I can implement it myself.

Not solutions:

Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already mostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

Also, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.