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Sparse Voxel Octree Smooth Meshing

I've been looking over several searches on our God Google, and haven't found any article that explains, in a intuitive way, the following question:

 "How can i smoothly mesh a Octree of voxels?" 

I know how a octree works theoretically (never implemented one "yet"). What i want is an algorithm approach of how to take that nodes data, and generate a smooth, triangle-based, Mesh, like Marching Cubes does (I don't even know if a octree uses a marching cubes...).

Basically, i wanna know how to connect vertices from multiple scales of "cubes" together.

In a Minecraft-like space (where Earth is flat), for Marching Cubes, it is easy to do, because it considers all cubes in the same size, but in a octree, a child node has half the size of it's parents. How can i mesh these different cubes?

Any explanation/link/whatever would be appreciated!

Octree细分完成后, Marching Cubes可以在独立的3D网格上工作。

八叉树将是3D体积对象,而不是表面,可以使用行进立方体从此类基于体素的对象提取网格表面。

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