title: Marching Cubes Performance (2d)
body: <p>I'm trying to implement a 2D version of the marching cubes algorithm (marching squares?), and one of the major roadblocks I've run into is the performance issues (using WebGL and three.js). I notice that there's a huge tradeoff between quality (voxel/square size) and performance, and I think that the culprit for this is the center (solid area) of the metaballs:</p>
  
  <p><img src="https://i.imgur.com/Laya82E.png" alt="Metaballs"></p>
  
  <p>Obviously I don't care about the faces on the inside of the metaballs since that's a completely solid area anyways; but I'm not sure how to get around polyganizing the interior area without treating it the same as the rest of the surface. The problem becomes worse when I add more metaballs to the mix.</p>
  
  <p>How can I get around this problem, to maintain a decent quality and be able to render many metaballs at a decent framerate?</p>