voxelize | Voxelizes a triangulated mesh into an ndarray | Service Mesh library

 by   mikolalysenko JavaScript Version: 1.0.0 License: MIT

kandi X-RAY | voxelize Summary

kandi X-RAY | voxelize Summary

voxelize is a JavaScript library typically used in Architecture, Service Mesh applications. voxelize has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i voxelize' or download it from GitHub, npm.

Voxelizes a triangulated mesh into an ndarray
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            kandi-support Support

              voxelize has a low active ecosystem.
              It has 33 star(s) with 4 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              voxelize has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of voxelize is 1.0.0

            kandi-Quality Quality

              voxelize has 0 bugs and 0 code smells.

            kandi-Security Security

              voxelize has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              voxelize code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              voxelize is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              voxelize releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.

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            voxelize Key Features

            No Key Features are available at this moment for voxelize.

            voxelize Examples and Code Snippets

            No Code Snippets are available at this moment for voxelize.

            Community Discussions

            QUESTION

            Voxelization of STL-file; writing into np.array
            Asked 2021-Jun-07 at 15:29

            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 09:00

            If 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:

            Source https://stackoverflow.com/questions/67380124

            QUESTION

            How to override mpl_toolkits.mplot3d.Axes3D.draw() method?
            Asked 2020-Oct-06 at 09:21

            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 09:21

            What 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:

            Source https://stackoverflow.com/questions/64180069

            QUESTION

            Understanding the voxel grid implementation of pcl library
            Asked 2020-Mar-10 at 07:29

            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 23:38

            You 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.

            Source https://stackoverflow.com/questions/57916947

            QUESTION

            Performance of converting polygons to voxels and vice versa
            Asked 2019-Dec-02 at 13:40

            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 13:40

            My 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

            Source https://stackoverflow.com/questions/58749201

            QUESTION

            Detecting if Voxel or voxel group is still connected to rest of object
            Asked 2019-Nov-04 at 08:37

            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
            1. Pick a random, not connected, object
            2. Recursively get the up/down/left/right object till there is no left (always checking if the object is already connected)
            3. If there are no objects left in the scene that are not connected, stop
            4. Go to Step 1

            Source https://stackoverflow.com/questions/58676100

            QUESTION

            Question about segmentation fault on std::stack push
            Asked 2019-Aug-13 at 10:10

            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 10:01

            Seems to go wrong right from the start

            Source https://stackoverflow.com/questions/57475326

            QUESTION

            How to extract line profile (ray trace line) through 3d matrix (ndarray 3-dim) by specifying initial & final point
            Asked 2019-Apr-13 at 02:52

            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 02:52

            Just 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:

            Source https://stackoverflow.com/questions/55651307

            QUESTION

            My global function written in Cuda only run the last block
            Asked 2018-Nov-17 at 11:50
            Solved: Sorry, it's my fault, I should use atomicAdd(times,1); instead of *times++ in the kernel function.

            I call the kernel function like this

            ...

            ANSWER

            Answered 2018-Nov-17 at 11:50
            For your printf problem

            You 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):

            Source https://stackoverflow.com/questions/53224524

            QUESTION

            Strange Voxel Cone Tracing Results
            Asked 2018-Nov-08 at 15:43

            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 15:43

            The 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.

            Source https://stackoverflow.com/questions/51688914

            QUESTION

            How to modify PCL voxel grid implementation?
            Asked 2018-Jun-18 at 11:45

            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 11:45

            You 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.

            Source https://stackoverflow.com/questions/50887500

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install voxelize

            Voxelizes a triangulated mesh into an ndarray. Returns An object with the following properties.
            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

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i voxelize

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            https://github.com/mikolalysenko/voxelize.git

          • CLI

            gh repo clone mikolalysenko/voxelize

          • sshUrl

            git@github.com:mikolalysenko/voxelize.git

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