voxelize | Voxelizes a triangulated mesh into an ndarray | Service Mesh library
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kandi X-RAY | voxelize Summary
Voxelizes a triangulated mesh into an ndarray
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QUESTION
I would like to voxelise a .stl file and write it into an np.array. The resolution of the voxels should be adjustable. Here is my code for this:
...ANSWER
Answered 2021-May-25 at 09:00If anyone ever has the same problem and is looking for a solution: This project worked for me: GitHub: stl-to-voxel
The model is then also filled. If the maximum dimension is known, you can determine the exact voxel size via the resolution.
Here is some code:
QUESTION
I'm doing a small project which requires to resolve a bug in matplotlib
in order to fix zorders of some ax.patches
and ax.collections
. More exactly, ax.patches
are symbols rotatable in space and ax.collections
are sides of ax.voxels
(so text must be placed on them). I know so far, that a bug is hidden in draw
method of mpl_toolkits.mplot3d.Axes3D
: zorder
are recalculated each time I move my diagram in an undesired way. So I decided to change definition of draw
method in these lines:
ANSWER
Answered 2020-Oct-06 at 09:21What you want to achieve is called Monkey Patching.
It has its downsides and has to be used with some care (there is plenty of information available under this keyword). But one option could look something like this:
QUESTION
I have a point cloud data(x,y,z), I want to voxelize this point cloud and get all the voxels. PCL voxelgrid implementation voxelizes the point cloud and return the centroid of each voxel. Exact implementation of voxel grid is in the url 'http://docs.pointclouds.org/1.8.1/voxel__grid_8hpp_source.html#l00214'. Any other references for voxelizing the point cloud is also appreciable.
...ANSWER
Answered 2019-Sep-13 at 23:38You can use OctreePointCloudPointVector
for that exact use-case.
Each leaf is a OctreeContainerPointIndices
, where you can get all points inside that leaf with getPointIndicesVector
.
Have a look at test_octree.cpp
how to use Octree
classes in PCL.
QUESTION
What is the performance of transforming between geometry primitives of polygons and voxels by VoxelizePolygons?
Is there any benchmark tests on it? I'm trying to estimate if it is a critical overhead for an application handling polygon meshes of around several hundred mega bytes in average size.
...ANSWER
Answered 2019-Dec-02 at 13:40My research shows:
- Using OpenVDB for voxel/mesh conversion has a time (processor) and space (memory) overhead
- If done with Metal API (GPU) it can be done much faster with less memory consumption
- Overhead of voxel/polygon conversion is annoying enough for some developers to switch to a custom voxel engine which uses Apple’s Metal API
QUESTION
So I am building a voxel-based physics simulator in which voxels can be destroyed. Every voxelized object has a kind of "center voxel" to describe it, ill call it "peace A".
All voxels are simulated as one until they are separated from "peace A" or another voxel attached to it, then they(and/or other voxels connected to that voxel) get put into a new object with its own simulated physics. And here lies my problem, How Do I check if the voxel is still attached? in the most efficient way possible?
pathfinding sounds like it would slow down allot when I scale up but happy to try and figure that out if its the best option. and updating all voxels at once when one voxel is destroyed doesn't sound too good either. Any of you geniuses have any ideas?
here are some drawings for clarity(ps please excuse my bad mouse-handwriting)
first image, with voxels still connected:
second image, when the voxels separate:
...ANSWER
Answered 2019-Nov-03 at 22:16- Pick a random, not connected, object
- Recursively get the up/down/left/right object till there is no left (always checking if the object is already connected)
- If there are no objects left in the scene that are not connected, stop
- Go to Step 1
QUESTION
I am working on a octree traversal algorithm. The current implementation uses a std::queue
for such purpose, working flawlessly. However, I would like to use for such traversal a std::stack
, as a depth first search will give better performance, avoiding testing non needed nodes.
However, when changing from one structure to another, I start getting segmentation faults on the push()
function. Here is the stack report from gdb
:
ANSWER
Answered 2019-Aug-13 at 10:01Seems to go wrong right from the start
QUESTION
This seems like a fairly simple problem, and I haven't been able to find a canned solution. Essentially, this would be the 3d
equivalent of skimage.measure
profile_line
Consider a matrix A, with dimensions (i,j,k). Each matrix element is a number. In real terms, consider this a voxelized 3 dimensional temperature distribution.
I would like an efficient method to extract a line profile (a ray trace line) through this data from point (i_1,j_1,k_1) to (i_2,j_2,k_2). Or, similarly, defining an initial point (i_1,j_1,k_1) and a line trajectory using theta, phi and radius in polar coordinates.
I recognize an accurate result would consider boundary crossing and partial voxel volumes along the path, but I would be satisfied with a crude approximation which samples nearest voxel values with a regular step size (say, 0.1*voxel dimension) along the ray trace line.
Help is much appreciated. I am happy to describe further as needed,
It would be nice if this worked.. ...ANSWER
Answered 2019-Apr-13 at 02:52Just fyi, we have a long-standing PR for 3D profile_line
here. You might find some inspiration there.
However, the difficulty and reason why it hasn't been merged yet is that averaging over a cylinder is harder than averaging over a rectangle, as in profile_line
(2D). If you don't need averaging, it is reasonably easy to implement with SciPy:
QUESTION
atomicAdd(times,1);
instead of *times++
in the kernel function.
I call the kernel function like this
...ANSWER
Answered 2018-Nov-17 at 11:50You need to call cudaDeviceSynchronize()
(error checking omitted for clarity)and you also need cudaDeviceSetLimit(...)
if you use a lot of printf (which is the case):
QUESTION
Im currently in the process of writing a Voxel Cone Tracing Rendering Engine with C++ and OpenGL. Everything is going rather fine, except that I'm getting rather strange results for wider cone angles.
Right now, for the purposes of testing, all I am doing is shoot out one singular cone perpendicularly to the fragment normal. I am only calculating 'indirect light'. For reference, here is the rather simple Fragment Shader I'm using:
...ANSWER
Answered 2018-Nov-08 at 15:43The Mipmaps of the 3D texture were not being generated correctly. In addition there was no hardcap on vlevel leading to all textureLod calls returning a #000000 color that accessed any mipmaplevel above 1.
QUESTION
I would like to turn a 3D point cloud into a simple 2D occupancy grid. In my current implementation I first apply the voxel grid to a point cloud and then I manually iterate through all points in the voxelized cloud to fill in my grid. Is there a way to make it so that while I am voxelizing the grid, I am generating my 2D occupancy grid?
...ANSWER
Answered 2018-Jun-18 at 11:45You could probably create a new class, derive from pcl::VoxelGrid
(see here), and implement your custom applyFilter
which would shadow the one in the base class. This would allow you to use the same utility functions and code, and introduce your new behavior.
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Install voxelize
cells are the indexed faces of the mesh
positions are the locations of the vertices in the mesh
resolution is the resolution at which the mesh needs to be voxelized
voxels the binary voxel image of the mesh
origin the coordinate of the bottm left back corner of the voxel array
resolution the resolution of the voxel array
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