algorithmic modeling for Rhino
A script developed for Rhino/GH which implements a "naive surface nets" algorithm(described in this link : http://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/). I developed it based on conversations with David Reeves and Lorenzo Greco. Whats interesting about the algorithm is that its hybrid between Surface Nets and Marching Cubes, and will always produce quads. It still needs some work on the field generation according to the work of Poul Burke.