This page is intended to serve as an index to a few of the many, many methods of isosurface extraction from voxel grids or implicit functions. It is also intended to serve as a rough timeline, and thus techniques are listed in rough order of development, i.e. many of the later entries build upon earlier entries.
This is the original cubic method. Desipte its age, the technique is still very much in use, but if you are interested in using marching cubes, I would suggest skipping straight to a more modern derivative.
This is mentioned purely as a historical note – I believe this to be the earliest of the dual methods.
Extended Marching Cubes
This seems to be the first technique to combine cubic and dual methods.
Dual Contouring of Hermite Data
This is a newer (and generally better) combination of cubic and dual methods, plus generalistaion to octrees.
Dual Marching Cubes: Primal Contouring of Dual Grids
This is an extension of Dual Contouring to better utilise adaptive octrees.
Manifold Dual Contouring
An extension to Dual Contouring which better preserves the manifold nature of the surface.
Isosurfaces Over Simplicial Partitions of Multiresolution Grids
Improves upon Dual Marching Cubes to eliminate self-intersecting triangles in the result.
Cubical Marching Squares
An alternate approach which works on the faces of the cube rather than its content. Unique among the newer techniques, a reference implementation is provided.
Adaptive Skeleton Climbing
An entirely different approach, which operates on a large chunk of voxels at one time, generating much larger polygons as a result.
The Transvoxel™ Algorithm
An adaptation of Marching Cubes that extends the tables/lookup to prevent cracks at the boundaries between neighboring chunks that differ in level-of-detail. Used extensively in the C4 Engine’s terrain implementation.