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Proceduralplanet

Unity - dual contour (w/o QEF) octree renderer for point cloud data

Install / Use

/learn @paolorussian/Proceduralplanet
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

[UNITY] procedural planet octree renderer

dual contour octree realtime renderer for point cloud data or procedural planet generation
there's still work to do in order to fix the cracks between contiguous chunks with different level-of-detail (these gaps in the screenshots, in the code there should be an attempt to bruteforce the stitching, totally ugly and broken code) the algorithm used is basically dual contouring, but at the moment instead of calculating the quadratic error function I just average all the intersection points for each cell and then perform the geometry tesselation along these points, as at this stage there are no noticeable artifacts because of this oversimplification.

random point clound rounded

Related Skills

View on GitHub
GitHub Stars25
CategoryDevelopment
Updated7mo ago
Forks8

Languages

C#

Security Score

67/100

Audited on Aug 31, 2025

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