* Slush-pile from implicit rant (TODO: This was shelved from another post. Do something with it.) None of my attempts have ever quite worked as soon as I start dealing with implicit surfaces that have much sharpness to them... which isn't saying much, since I am not exactly world-class at dealing with meshes and mesh topology directly, but it's also legitimately a very hard problem. Even when I tried in CGAL, which can handle implicit surfaces and does a far better job at generating "good" meshes than anything I could hope to write myself, the problem I ran into is that it was generating good meshes for industrial CAD, not good meshes for /rendering/. That is, their inaccuracy to the true surface was bounded, and I could always reduce it by just using denser meshes. For CAD applications, this seems fine. For rendering, though, I kept running into some major inefficiencies in terms of number of triangles required (and as well the amount of time required). I don't know much about the algorithms they use, but I am fairly sure that for detail level N (inversely proportional to minimum feature size) both triangle count, time, and likely memory usage grow with ~O(N^3)~. (TODO: Give an example of the above perhaps?)