voxels | Build stuff from simple voxels | Graphics library

 by   makemeunsee Scala Version: Current License: No License

kandi X-RAY | voxels Summary

kandi X-RAY | voxels Summary

voxels is a Scala library typically used in User Interface, Graphics, Three.js, WebGL applications. voxels has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Build stuff from simple voxels. Uses scala.js & three.js. Requires webgl. See
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              voxels has a low active ecosystem.
              It has 14 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of voxels is current.

            kandi-Quality Quality

              voxels has no bugs reported.

            kandi-Security Security

              voxels has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              voxels does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              voxels releases are not available. You will need to build from source code and install.

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            voxels Key Features

            No Key Features are available at this moment for voxels.

            voxels Examples and Code Snippets

            No Code Snippets are available at this moment for voxels.

            Community Discussions

            QUESTION

            image distance transform different xyz voxel sizes
            Asked 2021-Jun-15 at 02:32

            I would like to find minimum distance of each voxel to a boundary element in a binary image in which the z voxel size is different from the xy voxel size. This is to say that a single voxel represents a 225x110x110 (zyx) nm volume.

            Normally, I would do something with scipy.ndimage.morphology.distance_transform_edt (https://docs.scipy.org/doc/scipy-0.14.0/reference/generated/scipy.ndimage.morphology.distance_transform_edt.html) but this gives the assume that isotropic sizes of the voxel:

            ...

            ANSWER

            Answered 2021-Jun-15 at 02:32

            Normally, I would do something with scipy.ndimage.morphology.distance_transform_edt but this gives the assume that isotropic sizes of the voxel:

            It does no such thing! You are looking for the sampling= parameter. From the latest version of the docs:

            Spacing of elements along each dimension. If a sequence, must be of length equal to the input rank; if a single number, this is used for all axes. If not specified, a grid spacing of unity is implied.

            The wording "sampling" or "spacing" is probably a bit mysterious if you think of pixels as little squares/cubes, and that is probably why you missed it. In most situations, it is better to think of pixels as point samples on a grid, with fixed spacing between samples. I recommend Alvy Ray's a pixel is not a little square for a better understanding of this terminology.

            Source https://stackoverflow.com/questions/67961571

            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

            Python voxelfuse can only concatenate str (not "int") to str
            Asked 2021-May-14 at 13:38

            I'm trying to generate a .vox represantation of my Prison Architect save file. I'm using a library called voxelfuse to generate the voxels and for some reason the union() method gives me a can only concatenate str (not "int") to str Here's my code:

            ...

            ANSWER

            Answered 2021-May-14 at 13:38

            Considering tiles is read from a file I believe the problem may be that tile['x'] and tile['y'] are strings and not integers. Try to transform them before passing them as arguments:

            Source https://stackoverflow.com/questions/67535038

            QUESTION

            How to downsample grid in OpenVDB
            Asked 2021-May-12 at 11:43

            Is there any good way to downsample voxels grid in OpenVDB?

            For example I have grid 8x8x8 with voxel size - 1.0, and I want to get grid 4x4x4 with voxel size - 2.0: each voxel of new grid is some interpolation of original voxels, e. g. [0,0,0] voxel of new grid is average value of [0,0,0]-[1,1,1] (8 voxels) of original grid)

            P.S. There is way to do it manually but I bet openvdb has its own implementation

            ...

            ANSWER

            Answered 2021-May-12 at 11:43

            The thing I was looking for is resampleToMatch

            Source https://stackoverflow.com/questions/67502680

            QUESTION

            marching cubes drawing triangles unity
            Asked 2021-May-08 at 21:29

            I am trying to implement marching cubes into my game, and so far I have set up a system for drawing triangles with four points in world space. I have got the system working where I set the points, but then when I draw the two triangles to make it a mesh, it only draws one, but I set up a print() statement, and it shows that 2 triangles are drawn each time, so that is normal. I can't figure out what I need to do. Here is my code, and comment on this post if you need any more pics/code:

            ...

            ANSWER

            Answered 2021-May-08 at 21:29

            I'm pretty sure your issue here is order.

            Unity uses a clockwise winding order. This means that

            • if you provide the triangles in clockwise order the normal will face towards you and you will see the triangle.

            • if you provide the triangle in counter-clockwise order the normal will face away from you and you will not see the triangle.

            Now looking at your code (at least as far as I can tell) your vertices look somewhat like

            Source https://stackoverflow.com/questions/67360593

            QUESTION

            Speed up image labelling
            Asked 2021-Apr-15 at 23:20

            I have a stack of 1000 images with more than 120k objects. After running a Connected Component Algorithm in a third party software, I obtained a coloured image, in which each connected object has a label, a color and an ID value assigned.

            I need to extract the list of the voxels coordinates that make up each of the objects.

            I have written a Python code to extract this information but it is extremely slow since it processes ~30 labels/min. Therefore, it would take more than 2 days to process the entire scan in the best scenario.

            After converting the stack into a 3D Numpy array (img_stack_numpy), here is the main part of the code:

            ...

            ANSWER

            Answered 2021-Apr-15 at 23:17

            The main issue with the current code lies in the line np.where(img_stack_np == label). Indeed, it iterate over the 700 * 700 * 1000 = 490,000,000 values of img_stack_np for the 120,000 values of label_list resulting in 490,000,000 * 120,000 = 58,800,000,000,000 values to check.

            You do not need to iterate over img_stack_np for every label. What you need is to classify the "voxels" by their value (ie. label). You can do that using a custom sort:

            • first, store the position of each voxel in an array with the label;
            • then, do a key-value sort where the label is the key and the voxel position is the value;
            • then, iterate through the sorted items to group them by label (or use the less efficient np.unique for sake of simplicity);
            • finally store the position of each group in the final dict.

            For sake of simplicity and to limit the memory usage, an index-based sort can also be used in replacement to the key-value sort. This can be done with argsort. Here is an example code:

            Source https://stackoverflow.com/questions/67114372

            QUESTION

            Read and index data from .raw volume file with Java
            Asked 2021-Apr-15 at 01:38

            I am working with volume data in raw format. I think that it is basically a 3D matrix of voxels that I want to load into a 3D array. I have no experience with this, and I’m unable to find much information on how it is done. My main problem is that I don’t really understand what the data represents.

            So what I’m asking really if anybody can help me to understand the data and load it into a 3D array with Java.

            ...

            ANSWER

            Answered 2021-Apr-15 at 01:38

            You're correct in thinking the first thing you need to do is understand the data. Here's a good explanation of what you're likely dealing with: https://support.echoview.com/WebHelp/Reference/File_formats/Export_file_formats/Volume_data_set_file_formats.htm#data_file

            The .raw file probably contains a sequence of unsigned 8 bit integers. It's hard to say exactly without seeing the file (i.e. does it have a header, what is the matrix size, etc.)

            Here's an answer that shows one method of converting from a 3D vector to a volume index and back in Java: https://stackoverflow.com/a/34363187/1973135. You'll need to know the actual dimension of the matrix to get this to work.

            Source https://stackoverflow.com/questions/67095952

            QUESTION

            OpenGL Instanced rendering shape messed up
            Asked 2021-Mar-15 at 02:05

            I'm trying to build a voxel engine, and to do this I have to create hundreds of thousands of voxels, and I was hoping I could use instanced rendering. However, on rendering, the shape is completely disfigured, and not the expected cube shape:

            And with several voxels:

            This is what my code looks like:

            chunk.hpp

            ...

            ANSWER

            Answered 2021-Mar-15 at 02:05

            The last time, you used the geometry also as transformation matrices. This time, you use the transformation matrices also as geometry.

            Here you fill VBO with the vertex data:

            Source https://stackoverflow.com/questions/66630668

            QUESTION

            OpenGL Instanced Rendering drawing one triangle
            Asked 2021-Mar-14 at 21:19

            I'm trying to build a voxel engine, and to do this I have to create hundreds of thousands of voxels, and I was hoping I could use instanced rendering. However, the drawing is very unexpected. I'm primarily following the LearnOpenGL guide.

            When rendering each voxel individually, the program works fine:

            However, when using instanced rendering...

            Another angle...

            I'm trying to render the voxels in a big chunk, so this is what my code looks like:

            voxel.hpp

            ...

            ANSWER

            Answered 2021-Mar-14 at 21:19

            Your VBO setup doesn't make the slightest sense. You set up your per-instance transformation matrix to use the same data as your geometry in Voxel::generateElement().

            You later upload all your transformation matrixes into a separate VBO, but the attribute pointers still point to the geometry VBO. YOu need to move the attribute setup for the instanced attribute out of Voxel::generateElement() and into Chunk::Chunk() so you can tell it to use that VBO as source for the model matrices.

            Source https://stackoverflow.com/questions/66618364

            QUESTION

            In unity, how do you find voxel information at a given worldspace position?
            Asked 2021-Mar-14 at 02:42

            I am trying to have a gameobject in unity react with sound if another object is inside it. I want the gameobject to use the entering objects location to then see what voxel is closest and then play audio based on the voxel intensity/colour. Does anyone have any ideas? I am working with a dataset that is 512x256x512 voxels. I want it to work if the object is resized as well. Any help is much appreciated :).

            The dataset I'm working with is a 3d .mhd medical scan of a body. Here is how the texture is added to the renderer on start:

            ...

            ANSWER

            Answered 2021-Mar-13 at 12:11

            You can try setting up a large amount of box colliders and the OnTriggerEnter() function running on each. But a much better solution is to sort your array of voxels and then use simple math to clamp the moving objects position vector to ints and do some maths to map the vector to an index in the array. For example the vector (0,0,0) could map to voxels[0]. Then just fetch that voxels properties as you like. For a voxel application this would be a much needed faster calculation than colliders.

            Source https://stackoverflow.com/questions/66608637

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            You can download it from GitHub.

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            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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