Algorithm for turning Voxels into Triangle Mesh I have a model of a human body as a bunch of voxel locations (ie. one point could be x=2, y=3, z=-5 or (2,3,-5) ).  As a technical note, this model in numpy.

Is there an established algorithm for turning these voxels into a triangle mesh of its surface?  Or, somewhat less complexly, say I have only the voxels that are already the skin of the human body.  Can I turn this into a single triangle mesh that can be rendered in Blender?

Or, if it's easier to answer the implicit question, how can I render these voxels rapidly in Blender?

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I tried implementing the method detailed here: https://gist.github.com/neonb88/3052f7a511e9030f83f8a7123dc72207. But this method didn't work quickly in Blender for a 3-D array of size (20, 20, 20)
voxels to mesh
volume data to mesh
If you want a general algorithm for creating a surface over voxel data, the most common, and normal starting point, is the marching cubes algorithm.

There is an addon that implements this for particles called Cubesurfer, so you could probably write a script to place particles based on your numpy data and then run this. Or you could look at the source (note, it useds Cython for performance reasons)