I spent a little time recently working with voxels. My goal was to write a simple converter that takes as input
a textured triangle mesh, and outputs a colored voxel representation. No particular reason or overly fancy results,
just experimenting a bit.
The approach I used to generate the voxel mesh is pretty simple. In a nutshell, it works like this:
Generate a grid of cubes over the source mesh.
Throw out any empty cubes.
Color each of the remaining cubes based on the source mesh's texture.
The screenshot shows an example voxel model generated with different resolutions for the grid of cubes. The viewer
I wrote renders actual cubes (made up of colored, untextured triangles) for every voxel.
There's a more detailed explanation of the mesh conversion process, as well as a downloadable demo
of the voxel mesh viewer in my journal.
Thanks for reading...