OBJ Viewer
Enterprise-grade 3D mesh inspection tool. Analyze topology, verify manifold integrity, calculate volume/surface area, and render with physically based material approximations. Zero dependencies.
About
In high-precision industries such as additive manufacturing, aerospace modeling, and game engine optimization, the integrity of a 3D mesh is paramount. A visual inspection is rarely sufficient. This tool serves as a comprehensive Geometric Verification Environment, allowing engineers and artists to dissect the mathematical properties of Wavefront OBJ files before they enter the production pipeline.
Unlike standard viewers that merely render pixels, this system calculates the physical properties of the object. It computes the Signed Volume using the divergence theorem, ensuring that the mesh represents a closed, watertight manifold suitable for 3D printing. It analyzes the distribution of normals n to detect shading artifacts and inverted faces.
The rendering engine utilizes a custom PBR-Approximation Shader (Physically Based Rendering), simulating the interaction of light with materials ranging from dielectric plastics to conductive metals. This allows for immediate visual validation of surface topology without the overhead of heavy desktop software.
Formulas
To calculate the volume of an arbitrary mesh, we treat the mesh as a boundary of a solid. Using the Divergence Theorem, we can convert the volume integral into a surface integral. For a triangular mesh, this simplifies to summing the signed volumes of tetrahedrons formed by each triangle and the origin:
Where p1, p2, p3 are the vector coordinates of the triangle vertices. The sign of the result indicates the winding order (orientation). A negative volume usually implies inverted normals.
For lighting calculations, the Lambertian Diffuse term is combined with a Blinn-Phong Specular term:
Reference Data
| Metric | Symbol/Formula | Engineering Significance | Unit Dimension |
|---|---|---|---|
| Polyhedron Volume | V ≈ N∑i=1 (pi ⋅ ni)Areai3 | Determines material usage for casting/printing. Only valid for closed manifolds. | units3 |
| Surface Area | A = ∑ 0.5 × |AB × AC| | Critical for coating, painting, and drag coefficient estimation. | units2 |
| Euler Characteristic | χ = V − E + F | Topological invariant. χ=2 implies a simple closed sphere-like surface. | Integer |
| Vertex Normal | nv = norm(∑ nface × θface) | Smoothed lighting direction. Weighted by the angle of incident faces. | Vector |
| Aspect Ratio | AR = llongest / hshortest | Indicates triangle quality. High AR (>100) causes rendering artifacts (slivers). | Ratio |
| Memory Footprint | M ≈ Nv × 32 bits | Estimates GPU VRAM usage for the geometry buffer. | Bytes |