Comments (4)
Yes this is what I was going to recommend. Create a DenseGrid3f that has the same X/Y resolution as your image, and is, say, 10 voxels high in Z. Initialize to 1. Then for Z-layers between, say, 2 and 8, set the voxel to -1 if the pixel (x,y) is white. Pass this into DenseGridTrilinearImplicit constructor, which you can then pass into Marching Cubes to get a mesh. More details in these tutorials:
http://www.gradientspace.com/tutorials/2017/11/21/signed-distance-fields-tutorial
http://www.gradientspace.com/tutorials/2018/2/20/implicit-surface-modeling
This will smooth things out a little. Alternately for a blocky mesh you can use Bitmap3 and VoxelSurfaceGenerator:
http://www.gradientspace.com/tutorials/2017/12/14/3d-bitmaps-and-minecraft-meshes
reduce triangle count afterwards with Reducer:
http://www.gradientspace.com/tutorials/2017/8/30/mesh-simplification
from geometry3sharp.
This is EXACTLY what i was looking for. Thank you very much for your help .(both of you) :)
from geometry3sharp.
You should generate signed distance field firstly then you can use marching cubes to generate mesh.
from geometry3sharp.
Simply I am going to make image-to-mesh online tool. A little bit later.
from geometry3sharp.
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from geometry3sharp.