1) It depends on yoru implementation. You will need a data structure in which you can search for values ββin each corner (top) of a voxel or cube. It can be a three-dimensional image (i.e. a 3D texture in OpenGL), or it can be a customized array data structure or any other format you want.
2) You need to check the vertices of the cube. There are various optimizations on this, but in general, start from the first corner and just check the values ββof all 8 corners of the cube.
3) Most (fast) algorithms create a bitmask for use as a lookup table in a static set of parameters. There are so many options.
4) After you made triangles from triTable, you can use OpenGL to render them.
Say I have apple cloud point data. how can i proceed?
This will not work with marching cubes. Marching cubes require voxel data, so you will need to use some algorithm to put a point cloud on a cubic volume. Gaussian Splatting is an option here.
Usually, if you are working from a point cloud and want to see the surface, you should look for surface restoration algorithms instead of marching cubes.
If you want to know more, I highly recommend reading some books on visualization techniques. Good - From People Kitware - Visualization Tool .
You might want to take a look at VTK . It has an implementation in C ++ Marching Cubes and is fully open.
Reed copsey
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