# Algorithm for turning Voxels into Triangle Mesh

I have a model of a human body as a bunch of voxel locations (ie. one point could be x=2, y=3, z=-5 or (2,3,-5) ). As a technical note, this model in numpy.

Is there an established algorithm for turning these voxels into a triangle mesh of its surface? Or, somewhat less complexly, say I have only the voxels that are already the skin of the human body. Can I turn this into a single triangle mesh that can be rendered in Blender?

Or, if it's easier to answer the implicit question, how can I render these voxels rapidly in Blender?

=====================================================

References:

1. I tried implementing the method detailed here: https://gist.github.com/neonb88/3052f7a511e9030f83f8a7123dc72207. But this method didn't work quickly in Blender for a 3-D array of size (20, 20, 20)

2. voxels to mesh

3. volume data to mesh

• Could you provide a .blend to go along with your script so I can try it out? Aug 11 '18 at 15:34
• @WhatAMesh One sec. All I did was rename the startup cube cube_body and make a transparent cube and name it cube_transparent. Aug 11 '18 at 15:36
• @WhatAMesh try this link and let me know if it's broken Aug 11 '18 at 15:56
• You'd need to assign the actual np array so we can test it Aug 11 '18 at 16:11
• @WhatAMesh toss some boolean values into an .npy file and see if it renders. Here is a link to my .npy human body model file, but it was super slow and wouldn't render, at least in my version of Blender. Again, the question is about how to turn this into a mesh. The sample code may be misleading Aug 11 '18 at 16:16

If you want a general algorithm for creating a surface over voxel data, the most common, and normal starting point, is the marching cubes algorithm.

There is an addon that implements this for particles called Cubesurfer, so you could probably write a script to place particles based on your numpy data and then run this. Or you could look at the source (note, it useds Cython for performance reasons)

• This turned out to be extremely helpful: turns voxel data into mesh. It took me too long to reconsider my own much more complex method and look at this, but now that I have, I can't thank you enough. This answer should have more upvotes Nov 27 '18 at 18:25

Sorry for the long code, wanted to make sure everybody could verify by copy pasting, please tell me if it doesn't work. I've used a 20x20x20 (cause of answer length I included like 15x20x20 in the script below), gonna test on 512x512x512

import bpy
import numpy as np

np.set_printoptions(threshold=np.nan)

voxel_data = np.asarray([

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[0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
],
])

bpy.ops.object.delete(use_global=False)

for x in range(voxel_data.shape[0]):
for y in range(voxel_data.shape[1]):
for z in range(voxel_data.shape[2]):

if not (voxel_data[x, y, z] == 0):
bpy.ops.transform.translate(value=(x * 2.1, y * 2.1, z * 2.1))

bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

bpy.data.objects['Vert'].location[0] = 0.5
bpy.data.objects['Vert'].location[1] = 0.5
bpy.data.objects['Vert'].location[2] = 0.5

bpy.data.objects['Vert'].scale[0] = 0.5
bpy.data.objects['Vert'].scale[1] = 0.5
bpy.data.objects['Vert'].scale[2] = 0.5

bpy.data.objects['Cube'].scale[0] = 0.5
bpy.data.objects['Cube'].scale[1] = 0.5
bpy.data.objects['Cube'].scale[2] = 0.5

bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.render.engine = 'CYCLES'

bpy.data.objects['Vert'].dupli_type = 'VERTS'

bpy.data.objects['Cube'].select = True
bpy.data.objects['Vert'].select = True

bpy.context.scene.objects.active = bpy.data.objects['Vert']

bpy.ops.object.parent_set(type='OBJECT', keep_transform=False)

• @frank edited the question, in case you read it in between ;) Aug 11 '18 at 18:48
• I didn't realize why you wanted the original code, but now I think I do. Apologies if I seemed rude Aug 12 '18 at 17:28
• hey whatamesh, on my flip phone so I can't test your code. does this reduce the number of points blender has to keep track of? Aug 13 '18 at 19:50
• Well kind off, but I'm not happy yet with the result, it doesn't fit my need for 256x256x256. To get the code a little bit faster I created vertices instead of cubes and used some kind of modifier you could say to put cubes at the position of the vertices. Another idea is to leave out the transparent cubes, they just add a lot to what needs to be computed without giving much value for it. I think the slowest part is the creation part, so I'm thinking about using array modifiers or convert np arrays to ply and see if that works faster.. Aug 13 '18 at 19:57