This algorithm simulates depth from the relative pixel intensity of a grayscale image.
In **voxelmap**,
the
CCIR 601 luma protocol is used to convert the input image to a relative
grayscale 2-D "intensity" matrix, after which the numbers in the intensity matrix
are broadcasted as dimensional array space (or depth), in a third-order array,
which is used to render a 3-D voxel model.

**GPU memory space complexity:**

**This current method** renders a cube from every "n" input point. In computer graphics,
a cube is composed of 12 triangles, and thus, the GPU space complexity is
𝒪 (n*12).

For a
more sophisticated, **new method** which uses a convex hull algorithm
to triangulate the image to a mesh, the input points are used as vertices to triangles
which make a polyhedron in 3-D space. As this newer method cuts the image into "s" sectors
to increase resolution, the space complexity approximates to 𝒪 (n*sqrt(s)/3).