# O-Voxel: A Native 3D Representation **O-Voxel** is a sparse, voxel-based native 3D representation designed for high-quality 3D generation and reconstruction. Unlike traditional methods that rely on fields (e.g., Occupancy fields, SDFs), O-Voxel utilizes a **Flexible Dual Grid** formulation to robustly represent surfaces with arbitrary topology (including non-manifold and open surfaces) and **volumetric surface properties** such as Physically-Based Rendering (PBR) material attributes. This library provides an efficient implementation for the instant bidirectional conversion between Meshes and O-Voxels, along with tools for sparse voxel compression, serialization, and rendering. ![Overview](assets/overview.webp) ## Key Features - **🧱 Flexible Dual Grid**: A geometry representation that solves a enhanced QEF (Quadratic Error Function) to accurately capture sharp features and open boundaries without requiring watertight meshes. - **🎨 Volumetric PBR Attributes**: Native support for physically-based rendering properties (Base Color, Metallic, Roughness, Opacity) aligned with the sparse voxel grid. - **⚡ Instant Bidirectional Conversion**: Rapid `Mesh <-> O-Voxel` conversion without expensive SDF evaluation, flood-filling, or iterative optimization. - **💾 Efficient Compression**: Supports custom `.vxz` format for compact storage of sparse voxel structures using Z-order/Hilbert curve encoding. - **🛠️ Production Ready**: Tools to export converted assets directly to `.glb` with UV unwrapping and texture baking. ## Installation ```bash git clone -b main https://github.com/microsoft/TRELLIS.2.git --recursive pip install TRELLIS.2/o_voxel --no-build-isolation ``` ## Quick Start > See also the [examples](examples) directory for more detailed usage. ### 1. Convert Mesh to O-Voxel [[link]](examples/mesh2ovox.py) Convert a standard 3D mesh (with textures) into the O-Voxel representation. ```python asset = trimesh.load("path/to/mesh.glb") # 1. Geometry Voxelization (Flexible Dual Grid) # Returns: occupied indices, dual vertices (QEF solution), and edge intersected mesh = asset.to_mesh() vertices = torch.from_numpy(mesh.vertices).float() faces = torch.from_numpy(mesh.faces).long() voxel_indices, dual_vertices, intersected = o_voxel.convert.mesh_to_flexible_dual_grid( vertices, faces, grid_size=RES, # Resolution aabb=[[-0.5,-0.5,-0.5],[0.5,0.5,0.5]], # Axis-aligned bounding box face_weight=1.0, # Face term weight in QEF boundary_weight=0.2, # Boundary term weight in QEF regularization_weight=1e-2, # Regularization term weight in QEF timing=True ) ## sort to ensure align between geometry and material voxelization vid = o_voxel.serialize.encode_seq(voxel_indices) mapping = torch.argsort(vid) voxel_indices = voxel_indices[mapping] dual_vertices = dual_vertices[mapping] intersected = intersected[mapping] # 2. Material Voxelization (Volumetric Attributes) # Returns: dict containing 'base_color', 'metallic', 'roughness', etc. voxel_indices_mat, attributes = o_voxel.convert.textured_mesh_to_volumetric_attr( asset, grid_size=RES, aabb=[[-0.5,-0.5,-0.5],[0.5,0.5,0.5]], timing=True ) ## sort to ensure align between geometry and material voxelization vid_mat = o_voxel.serialize.encode_seq(voxel_indices_mat) mapping_mat = torch.argsort(vid_mat) attributes = {k: v[mapping_mat] for k, v in attributes.items()} # Save to compressed .vxz format ## packing dual_vertices = dual_vertices * RES - voxel_indices dual_vertices = (torch.clamp(dual_vertices, 0, 1) * 255).type(torch.uint8) intersected = (intersected[:, 0:1] + 2 * intersected[:, 1:2] + 4 * intersected[:, 2:3]).type(torch.uint8) attributes['dual_vertices'] = dual_vertices attributes['intersected'] = intersected o_voxel.io.write("ovoxel_helmet.vxz", voxel_indices, attributes) ``` ### 2. Recover Mesh from O-Voxel [[link]](examples/ovox2mesh.py) Reconstruct the surface mesh from the sparse voxel data. ```python # Load data coords, data = o_voxel.io.read("path/to/ovoxel.vxz") dual_vertices = data['dual_vertices'] intersected = data['intersected'] base_color = data['base_color'] ## ... other attributes omitted for brevity # Depack dual_vertices = dual_vertices / 255 intersected = torch.cat([ intersected % 2, intersected // 2 % 2, intersected // 4 % 2, ], dim=-1).bool() # Extract Mesh # O-Voxel connects dual vertices to form quads, optionally splitting them # based on geometric features. rec_verts, rec_faces = o_voxel.convert.flexible_dual_grid_to_mesh( coords.cuda(), dual_vertices.cuda(), intersected.cuda(), split_weight=None, # Auto-split based on min angle if None grid_size=RES, aabb=[[-0.5,-0.5,-0.5],[0.5,0.5,0.5]], ) ``` ### 3. Export to GLB [[link]](examples/ovox2glb.py) For visualization in standard 3D viewers, you can clean, UV-unwrap, and bake the volumetric attributes into textures. ```python # Assuming you have the reconstructed verts/faces and volume attributes mesh = o_voxel.postprocess.to_glb( vertices=rec_verts, faces=rec_faces, attr_volume=attr_tensor, # Concatenated attributes coords=coords, attr_layout={'base_color': slice(0,3), 'metallic': slice(3,4), ...}, grid_size=RES, aabb=[[-0.5,-0.5,-0.5],[0.5,0.5,0.5]], decimation_target=100000, texture_size=2048, verbose=True, ) mesh.export("rec_helmet.glb") ``` ### 4. Voxel Rendering [[link]](examples/render_ovox.py) Render the voxel representation directly. ```python # Load data coords, data = o_voxel.io.read("ovoxel_helmet.vxz") position = (coords / RES - 0.5).cuda() base_color = (data['base_color'] / 255).cuda() # Render renderer = o_voxel.rasterize.VoxelRenderer( rendering_options={"resolution": 512, "ssaa": 2} ) output = renderer.render( position=position, # Voxel centers attrs=base_color, # Color/Opacity etc. voxel_size=1.0/RES, extrinsics=extr, intrinsics=intr ) # output.attr contains the rendered image (C, H, W) ``` ## API Overview ### `o_voxel.convert` Core algorithms for the conversion between meshes and O-Voxels. * `mesh_to_flexible_dual_grid`: Determines the active sparse voxels and solves the QEF to determine dual vertex positions within voxels based on mesh-voxel grid intersections. * `flexible_dual_grid_to_mesh`: Reconnects dual vertices to form a surface. * `textured_mesh_to_volumetric_attr`: Samples texture maps into voxel space. ### `o_voxel.io` Handles sparse voxel file I/O operations. * **Formats**: `.npz` (NumPy), `.ply` (Point Cloud), `.vxz` (Custom compressed, recommended). * **Functions**: `read()`, `write()`. ### `o_voxel.serialize` Utilities for spatial hashing and ordering. * `encode_seq` / `decode_seq`: Converts 3D coordinates to/from Morton codes (Z-order) or Hilbert curves for efficient storage and processing. ### `o_voxel.rasterize` * `VoxelRenderer`: A lightweight renderer for sparse voxel visualization during training. ### `o_voxel.postprocess` * `to_glb`: A comprehensive pipeline for mesh cleaning, remeshing, UV unwrapping, and texture baking.