|
|
|
|
|
by creata
987 days ago
|
|
Can someone here explain how this works? I'm not sure how reliable it is, but here's[1] an old Reddit comment describing the method that Desmos (2D) uses. That method works in 3D, so maybe Desmos 3D uses it, too. [1]: https://www.reddit.com/r/desmos/comments/qlhmbc |
|
There are most likely a bunch of optimizations, but I can't think of another way of doing it. There are raytracing/raymarching techniques too, but these look different, and they are most likely cost prohibitive for arbitrary function. There is the marching tetrahedra algorithm too, but I doesn't look like it and don't see a reason to use it now that the patent for the marching cubes algorithm has expired.