- Explicitly split non-manifold edges (two voxels adjacents by an edge).
- Add option to normalize vertices positions (vs dumping real-world coords)
- Use triangle orientation for in/out events.
- Robust implementation? Raycast from 3 directions, and vote? Option
robust=true
- Option
predicates=true
- Add conservative mode where all voxels which intersect a triange get set
- Vtk export?