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Description
Currently the code does a brute force search for voxels that belong to the surface. If one is found the location of the surface is determined from a linear interpolation within that voxel. It works and appears to be sufficiently accurate. Nevertheless, one could do better.
A nicer way could be to actually minimize g(x) - c = 0, where g(x) is coarse-grained density field (or equivalently search for a minimum in (g(x) -c)^2). This can be done after the brute force search as refinement step.
One could also determine one point on the surface and walk along a path connecting neighboring surface voxels. I am not sure how to do the latter in full 3D mode and find all relevant points, but if it's clear that the surface is roughly in the (x,y)-plane then it's straightforward (or (x,z)/(y,z) plane for that matter).