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.
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-Voxelconversion without expensive SDF evaluation, flood-filling, or iterative optimization. - 💾 Efficient Compression: Supports custom
.vxzformat for compact storage of sparse voxel structures using Z-order/Hilbert curve encoding. - 🛠️ Production Ready: Tools to export converted assets directly to
.glbwith UV unwrapping and texture baking.
Installation
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 directory for more detailed usage.
1. Convert Mesh to O-Voxel [link]
Convert a standard 3D mesh (with textures) into the O-Voxel representation.
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]
Reconstruct the surface mesh from the sparse voxel data.
# 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]
For visualization in standard 3D viewers, you can clean, UV-unwrap, and bake the volumetric attributes into textures.
# 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]
Render the voxel representation directly.
# 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.
