Voxel Meshing
There are two families of methods to render voxels: preprocessing voxels into polygons (this category) and ray casting.
Within polygon-based approaches, voxel meshing itself splits into two families:
- blocky voxels (cube-based appearance as seen in Minecraft)
- smooth voxels (extracting a smoother surface via isosurface)
- Polygonising a scalar field (Marching Cubes) (1994)
Reference implementation and explanation of the marching cubes algorithm
- Dual Contouring Tutorial
A tutorial explaining the dual contouring algorithm
- The Transvoxel Algorithm
Eric Lengyel's voxel meshing algorithm for seamlessly stitching together neighboring triangle meshes generated from voxel data at differing resolutions so that level of detail.