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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.

CUDA Mesh-to-Flexible-Dual-Grid

This repository focuses on a CUDA implementation of mesh_to_flexible_dual_grid. The goal is to reproduce the original CPU Flexible Dual Grid computation on GPU as closely as possible, including occupancy, QEF accumulation, boundary handling, and final dual-vertex solve semantics.

One important CPU/GPU parity issue was CUDA FMA contraction in cross-product based normal computation: for nearly degenerate triangles, a tiny non-zero normal can be produced and then amplified by normalization. The current implementation uses an aligned cross-normalize path, and this mismatch is fixed in the tested cases.

Special thanks to yuyujunjun/o-voxel-gpu, which provided an important CUDA reference implementation during this rewrite.

Overview

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.

CUDA Performance

The following numbers are from notebooks/2026-06-27_05_mesh_to_fdg_compare.ipynb on the testing branch. The test uses notebooks/test.glb, grid size 512, an NVIDIA GeForce RTX 4090, PyTorch 2.6.0+cu124, and CUDA 12.4. Warm time is the median warm run; memory is PyTorch-visible peak allocated memory.

Benchmark labels:

Input Method Occ match Intersected mismatch Dual RMS Cold time Warm time Cold peak mem Warm peak mem
original, 268k verts / 280k faces old CUDA yes 0 9.1e-5 152.5 ms 140.7 ms 2980.9 MB 2980.9 MB
original, 268k verts / 280k faces reference CUDA yes 0 1.66e-4 142.1 ms 139.4 ms 1968.8 MB 1968.8 MB
original, 268k verts / 280k faces this CUDA yes 0 9.1e-5 26.9 ms 27.1 ms 939.7 MB 939.7 MB
subdivided, 3.6M verts / 10.3M faces old CUDA yes 0 1.16e-4 598.4 ms 548.9 ms 17746.3 MB 17746.3 MB
subdivided, 3.6M verts / 10.3M faces reference CUDA yes 0 2.08e-4 113.9 ms 102.2 ms 12959.4 MB 12959.4 MB
subdivided, 3.6M verts / 10.3M faces this CUDA yes 0 1.16e-4 85.9 ms 82.1 ms 1836.8 MB 1836.8 MB

All rows have exact occupancy match and zero intersected-flag mismatch against the CPU implementation. Dual-vertex error is measured after canonicalizing voxel order. Separate notebooks validate intersect_qef, face_qef, and boundary_qef individually; the table above reports the deployment-facing full pipeline result.

Installation

Build a CUDA wheel

./build_wheel_cuda.sh --python 3.8 --torch 2.4.0 --cuda 11.8

The wheel is written to:

wheels/

The build script uses a public CUDA devel Docker image, copies the repository into the container-local /tmp build directory, and writes only the final wheel to wheels/. Building o_voxel._C does not require cumesh or flex_gemm; those are runtime/postprocess dependencies and should be installed separately if o_voxel.postprocess is used.

Install the generated wheel with:

pip install --no-deps wheels/o_voxel-*.whl

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.

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