Web Reference: Voxel terrain is probable the most common application. Of course GPUs only understand triangles so the voxels have to be converted to a mesh some how. The most common algorithm for doing this is called the marching cubes algorithm. Examples of code are very common on the internet. Many games use marching cubes algorithm to create awesome-looking procedural terrains, that are also editable. We will begin with making a 3D grid of values, based on a Perlin noise, and then... It works by iterating ("marching") over a uniform grid of cubes superimposed over a region of the function. If all 8 vertices of the cube are positive, or all 8 vertices are negative, the cube is entirely above or entirely below the surface and no triangles are emitted.
YouTube Excerpt: Unity Marching Cube Algorithm Test
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