I have found no voxel filleting algorithm documented
Have experimented with many ideas - cool to explore new? territory
- Runs a 3D spherical window over all active voxels in vM
- If the sum of the multiplication of the window and the underlying voxels < limit, "kill" the active voxel
- Works very well and ca handle complex geometries that are difficult or impossible with NURBS
- So far restricted only to sub-parts or the whole vM, not single edges
The 3D spherical window is not weighted - proper weight values may improve surface quality? C2/C3?