It took me quite a while, but now have something that seems to work albeit very slowly. Indeed as @Szalbolcs says there are many such algorithms already implemented in other languages (e.g. in Matlab). However for my understanding and for combining this with other codes I would like to have the algorithm operating already written inside Mathematica. My guess is that in the long run, other programming languages could be much faster (and indeed there are other algorithms much faster but not necessarily as exact as this one) but still it is a fun exercise to try in Mathematica, and may be useful to others. I have two algorithms "working" now, one rather trivial (Dijkstra style algorithm ) and the other an exact algorithm but heavier to implement and to optimise. I chose to implement the "Line of Sight Algorithm" from Balasubramanian, Polimeni and Schwartz ([REF][1]). **Graph Based Algorithm (Dijkstra)** One algorithm that already gives an approximation to the shortest path (which approximates a geodesic), is the algorithm already implemented in Mathematica for testing shortest paths in graphs (`FindShortestPath[]` see [Documentation][2] or the implementation by Quantum Oli [here][3]). By treating the mesh as a graph one can get an estimate for the shortest path confined to go along edges. This is ok for an estimate, however gives something akin to a “triangular-Manhattan” distance on the mesh rather than the minimal distance and the geodesic. This can be implemented as follows: a = BoundaryDiscretizeRegion[Ball[{0, 0, 0}, 1], MaxCellMeasure -> {"Length" -> 1}, PrecisionGoal -> 3]; pts = MeshCoordinates[a]; edges = MeshCells[a, 1] /. Line[p_] :> p ; tri = MeshCells[a, 2] /. Polygon[p_] :> p; g = Graph[edges, GraphHighlight -> {1, 20}, EdgeWeight -> PropertyValue[{a, 1}, MeshCellMeasure]]; path = PathGraph@FindShortestPath[g, 1, 20]; HighlightGraph[g, path] Show[{a, Graphics3D[{Thick, Red, Line[pts[[VertexList[path]]]]}], Graphics3D[{Black, Ball[pts[[{1, 20}]], 0.01]}]}, Axes -> True] and gives as an example path: [![Graph based "geodesic"][4]][3] Note the kink in the path, hinting at the approximate nature of this algorithm. **Exact Line of Sight algorithm** An algorithm which calculates the exact distance on polyhedral surfaces is the algorithm proposed by Balasubramanian, Polimeni and Schwartz ([REF][1]). They call this the Line of Sight (LOS) algorithm. For me this was one of the easier exact algorithms to implement although it requires lots of book keeping, and is rather slow at least in my implementation. (Any ideas for speeding this up or dealing with book keeping and memory usage are welcome). The idea behind this algorithm is rather simple. It relies on the observation that a geodesic on a triangulated surface must consist of straight lines when passing over the faces, these lines only change direction when passing over edges (vertices). Furthermore if one takes the set of triangles that a given geodesic passes through on the 3D surface, and then “unfolds” them so that all these triangles are contained in a flat plane (2D), then the geodesic must then be a straight line. As a consequence what one can do is to calculate “all” possible unfoldings of “all” chains of connected triangles on a surface, and then calculate the distance in 2D. Perhaps not the clearest description, but please look at the paper for a more detailed description of the algorithm ([REF][1]). It must be stated that this (and the Dijkstra) like implementation calculates shortest distances (or estimates) between vertices. The algorithm is not fast in my implementation, however once the shortest distance map is created for a given mesh, the shortest path calculations are pretty quick. I tested this based on the mesh produced here: dodeq = z^6 - 5 (x^2 + y^2) z^4 + 5 (x^2 + y^2)^2 z^2 - 2 (x^4 - 10 x^2 y^2 + 5 y^4) x z + (x^2 + y^2 + z^2)^3 - (x^2 + y^2 + z^2)^2 + (x^2 + y^2 + z^2) - 1; dodeqmesh02 = BoundaryDiscretizeRegion[ImplicitRegion[dodeq <= 0, {x, y, z}], MaxCellMeasure -> {"Length" -> 0.2}]; a = dodeqmesh02 which has 916 vertices. Total running time was a couple of hours… The resultant minimal path between 2 vertices and the colour coded distance map (scaled from 0 to 1) is shown here: [![sample shortest path][5]][5] The code for the algorithm I will give at the end of this post as well as the code for the plotting. I am sure this can be sped up (I am trying to work out a way to compile this efficiently), and perhaps there is some reduncancy in the code, but for those interested it could be useful to compare with other algorithms. Any suggestions would be most welcome. There are other algorithms that I also will try to implement, but most likely it could be a while before I get to this stage. *Line of Sight Algorithm Code* losAlgorithm[mesh_] := Module[{mesh0 = mesh, pts, nvertices, edges, tri, va, edgelengths, distMatrix, tchainlists, Δθprec, vtrilist, ntri, tl3dstore, tnum, eAB, vA, vB, vD, vS, e1, e2, el, vertmeshlabels, vertex2Dcoords, trilist2D, trichain3Dlabels, trilabel, trilabel0, coordsA, coordsB, coordsD, ang, θ, θmin, θmax, vnum2D, tchainstack, doubletri, boundaryEdgeQ, tpop, trichainnum, vectAB, angAB, angBAD, e3, el3, δSD, outMatrix, θMatrix, tMatrix, distMatrixsym}, (**************************) (*Numerical Parameters*) (**************************) dthetaprec = 0.05; (*Precision in Theta max - Theta min , perhaps can be removed at somestage but at the moment useful for testing*) (**************************) (*Mesh Calculations*) (**************************) (*List of coordinates of all vertices on the mesh*) pts = MeshCoordinates[mesh]; (*Number of vertices on the mesh*) nvertices = Length[pts]; (*List of all edges on the mesh, in terms of pairs of vertex indices*) edges = MeshCells[mesh, 1] /. Line[p_] :> p ; (*List of the "ordered" vertex index triples for all triangles on the mesh*) tri = MeshCells[mesh, 2] /. Polygon[p_] :> p; (*List of edgelengths numbered by edge *) edgelengths = PropertyValue[{mesh, 1}, MeshCellMeasure]; (*List of the angles within each of the corners of all triangles on the mesh*) va = VectorAngle[#1 - #2, #3 - #2] & @@@ Partition[#, 3, 1, {2, -2}] & /@ MeshPrimitives[mesh, {2}][[All, 1]]; (**************************) (*Preparation of data structures for storage*) (**************************) (*Matrix to store all distances between all pairs of vertices*) distMatrix = Table[If[i == j, 0], {i, 1, nvertices}, {j, 1, nvertices}]; (*Matrix to store all angles between pairs of vertices*) ThetaMatrix = Table[If[i == j, 0], {i, 1, nvertices}, {j, 1, nvertices}]; (*Matrix to store all triangle chains (in 3D labelling) between pairs of vertices*) tMatrix = Table[If[i == j, 0], {i, 1, nvertices}, {j, 1, nvertices}]; (**************************) (*Start of Algorithm*) (**************************) (********) (*Step 1 - Choose a vertex vS on the mesh (Here we map over all Vertices) *) (********) Do[ (********) (*Step 2 - Choose a triangle containing vS as a vertex*) (********) (*Create a list of triangles around the vertex vS*) vtrilist = Position[tri, vS]; (*Number of triangles around vertex S*) ntri = Length[vtrilist]; (*Choose the first triangle in the list*) tnum = 1; (*While Loop to be performed over all triangles around vertex S*) (**********************) (****** while loop here******) (**********************) While[tnum < ntri, Label[step2]; If[tnum == ntri + 1, Break[]]; (*Calculate ordered list of vertices A and B assuming we have outward oriented facets*) eAB = tri[[ vtrilist[[tnum]][[1]]]] /. {vS, a_, b_} | {b_, vS, a_} | {a_, b_, vS} :> {a, b}; vA = eAB[[1]]; (*Set vertex A*) vB = eAB[[2]]; (*Set vertex B*) (*Calculate labels of the vertices of first two edges*) e1 = {vA, vS}; e2 = {vB, vS}; (*Calculate edge lengths for the first triangle in the chain(s)*) el = edgelengths[[Join[Flatten[Position[edges, e1 | Reverse[e1]]],Flatten[Position[edges, e2 | Reverse[e2]]]]]]; (*Store the edge length data in the distance matrix*) distMatrix[[vS, vA]] = el[[1]]; distMatrix[[vS, vB]] = el[[2]]; (*Create a set of (temporary) lists which will hold information about vertexlabels, coordinates etc*) (*Lists will be stored (perhaps in tMatrix etc), whenever a new triangle chain is created*) (*Probably this information is not needed in the final algorithm, but will be needed for debugging*) (*List of the vertex labels from the original mesh in the triangle chain*) vertmeshlabels = {}; (*List of the 2D transformed coordinates of the vertices*) vertex2Dcoords = {}; (*List of the vertex triples that make up each flattened triangle chain in 2D*) trilist2D = {}; (*List of 3D face triangle labels from the mesh in the triangle chain*) trichain3Dlabels = {}; (*label of current triangle in the triangle chain *) trilabel = vtrilist[[tnum]][[1]]; (*Set previous triangle label to the current one (used for later calculations) *) trilabel0 = trilabel; (*Add the first triangle label to the list of 3D triangle(face) labels in the chain*) trichain3Dlabels = {trichain3Dlabels, trilabel}; (*Map first triangle in the chain to the plane*) (*Origin Vertex vS*) (*Add vS mesh label to list*) vertmeshlabels = {vertmeshlabels, vS}; (*Add vS 2D coordinate pair to 2D coordinate list*) vertex2Dcoords = {vertex2Dcoords, {0, 0}}; (*Vertex vA *) (*Add vA mesh label to list*) vertmeshlabels = {vertmeshlabels, vA}; coordsA = {el[[1]], 0}; (*Calculate 2D flattened coordinates of vertex vA*) (*Add vA 2D coordinate pair to 2D coordinate list*) vertex2Dcoords = {vertex2Dcoords, coordsA}; (*Vertex vB *) (*Add vB mesh label to list*) vertmeshlabels = {vertmeshlabels, vB}; ang = va[[vtrilist[[tnum]][[1]], vtrilist[[tnum]][[2]]]]; coordsB = {el[[2]]*Cos[ang], el[[2]]*Sin[ang]}; (*Calculate 2D flattened coordinates of vertex vB*) (*Add vB 2D coordinate pair to 2D coordinate list*) vertex2Dcoords = {vertex2Dcoords, coordsB}; (*Add the ordered triple of vertices to the 2D triangle list*) trilist2D = {trilist2D, {1, 2, 3}}; thetamin = 0; (*Set min angle to be 0*) thetamax = ang; (*Set max angle to be the angle <BSA*) (********) (*Step 3*) (********) (*Counter of number of 2D vertices in triangle chain, will be reset everytime we do a new chain? starts at vertex 4*) vnum2D = 4; (*Initialise chain stack to enable chain branching, this first starts off as being empty*) (*What we also want to do is to rebuild a new chain stack for each branch *) tchainstack = {}; (********) (*Step 4*) (********) doubletri = 0; (*Label = 0 if triangles not repeated in chain, = 1 if repeated*) nextensions = 1; (*Max number of extensions of triangle chain within one chain*) While[nextensions < 10000, Label[step4]; (*BoundaryQ - Returns False if edge NOT a boundary, True only 1 tri is attached to edge vA -> vB*) boundaryEdgeQ = Intersection[Position[tri, vA][[All, 1]], Position[tri, vB][[All, 1]]] != 2; (*Calculate whether we are within machine precision or not \ thetamax-thetamin< dthetaprec*) If[(thetamax - thetamin < dthetaprec) || boundaryEdgeQ || (doubletri == 1), If[(tchainstack == {}), tnum++; Goto[step2],(*picknewtriangle*) {tpop, tchainstack} = {#, {##2}} & @@ tchainstack; (*newstructure of tchainstack*) tchainstack = tchainstack[[1]]; (*to reset values so that we go down other chains*) (*Tlabel, Alabel, Blabel, coordsA2D,coordsB2D,thetamin,thetamax*) trilabel0 = tpop[[1]]; vA = tpop[[2]]; vB = tpop[[3]]; coordsA = tpop[[4]]; coordsB = tpop[[5]]; thetamin = tpop[[6]]; thetamax = tpop[[7]]; vnum2D = tpop[[8]]; (*here we store the previous tchainlist for plotting*) vertmeshlabels = Flatten[vertmeshlabels]; (*Flatten the linked list created previously*) trichain3Dlabels = Flatten[trichain3Dlabels];(*Flatten the linked list created previously*) vertex2Dcoords = Partition[Flatten[vertex2Dcoords],2];(*Flatten the linked list created previously*) trilist2D = Partition[Flatten[trilist2D], 3];(*Flatten the linked list created previously*) (*now we need to go back in the list and "restart" so to say the counters*) (*need to reset the storage, and also the vnum2D otherwise we wont have diff chains, mainly important for plotting, but probably stops labelling effects*) trichainnum = Position[trichain3Dlabels, trilabel0][[1, 1]]; trichain3Dlabels = Take[trichain3Dlabels, trichainnum]; vertmeshlabels = Take[vertmeshlabels, vnum2D - 1]; trilist2D = Take[trilist2D, trichainnum]; vertex2Dcoords = Take[vertex2Dcoords, vnum2D - 1]; (*Reset doubled triangle label to zero *) doubletri = 0; ]; ]; (*Find triangle label on the other side of the edge AB on the previous triangle in the chain*) trilabel = Select[Intersection[Position[tri, vA][[All, 1]],Position[tri, vB][[All, 1]]], # != trilabel0 &][[1]]; (*Check to see if triangle has been visited before in the chain if yes, go to new chainstack,*) If[MemberQ[trichain3Dlabels, trilabel], doubletri = 1; Goto[step4];]; trilabel0 = trilabel; (********) (*Step 5*) (********) (*Add the 3D triangle label to the triangle chain list*) trichain3Dlabels = {trichain3Dlabels, trilabel}; (*Calculate the label of the next vertex*) vD = Select[tri[[trilabel]], False == MemberQ[{vA, vB}, #] &][[1]]; vertmeshlabels = {vertmeshlabels, vD}; (*Calculate angle, in 2D, of edge A-B, wrt x-axis*) vectAB = coordsB - coordsA; angAB = ArcTan[vectAB[[1]], vectAB[[2]]]; (*Calculate angle <BAD*) angBAD = va[[trilabel, Position[tri[[trilabel]], vA][[1, 1]]]]; e3 = {vA, vD}; el3 = edgelengths[[Flatten[Position[edges, e3 | Reverse[e3]]]]][[1]]; (*Calculation of 2D flattened coordinates of vertex D*) coordsD = (coordsA + {el3*Cos[angAB - angBAD], el3*Sin[angAB - angBAD]}); vertex2Dcoords = {vertex2Dcoords, coordsD}; (*Add ordered triple of vertices to triangle list*) trilist2D = {trilist2D, Flatten[Map[Position[vertmeshlabels, #] &,tri[[trilabel]]]]}; (*Increment vnum2D*) vnum2D = vnum2D + 1; (*Calculate the angle that SD makes with the x-axis*) theta = ArcTan[coordsD[[1]], coordsD[[2]]]; (********) (*Step 6 - If theta<thetamin set A = D and return to step 4*) (********) If[theta < thetamin, vA = vD; coordsA = coordsD; Goto[step4]; ]; (********) (*Step 7 - If theta>thetamax set B = D and return to step 4*) (********) If[theta > thetamax, vB = vD; coordsB = coordsD; Goto[step4]; ]; (********) (*Step 8 - If theta is an element (thetamin,thetamax)*) (********) (*Compute Euclidean distance between planar representations of S and D*) deltaSD = Sqrt[Total[coordsD^2]]; (*Update distance matrix and angle matrix if the calculated distance is smaller than what was previously stored*) If[distMatrix[[vS, vD]] == Null, distMatrix[[vS, vD]] = deltaSD; thetaMatrix[[vS, vD]] = theta; tMatrix[[vS, vD]] = Flatten[trichain3Dlabels], If[distMatrix[[vS, vD]] > deltaSD, distMatrix[[vS, vD]] = deltaSD; thetaMatrix[[vS, vD]] = theta; tMatrix[[vS, vD]] = Flatten[trichain3Dlabels] ]]; (*Store information needed to extend triangle over AD onto stack: Tlabel, Alabel, Blabel, coordsA2D,coordsB2D,thetamin,thetamax*) tchainstack = {{trilabel, vA, vD, coordsA, coordsD, thetamin, thetamax, vnum2D}, tchainstack}; (*Extend triangle chain over edge BD, set A = D and set thetamin = theta*) vA = vD; coordsA = coordsD; thetamin = theta; nextensions++; ]; ], {vS, nvertices} ]; (*Now make sure distance matrix is symmetric and replace Null by large number, Infinity in this case *) distMatrixsym = Table[Min[{distMatrix[[i, j]] /. Null -> Infinity, distMatrix[[j, i]] /. Null -> Infinity}], {i, 1, nvertices}, {j, 1, nvertices}]; distMatrix = distMatrix /. Null -> Infinity; (*Implement shortest distance *) outMatrix = GraphDistanceMatrix[WeightedAdjacencyGraph[distMatrixsym],Method -> "FloydWarshall"]; {outMatrix, tri, thetaMatrix, tMatrix, distMatrixsym, distMatrix} ]; *LOS Path Code* pathCalc[vS_, vF_, trilist3D_, θSD_, mesh_] := Module[{pts, tri, va, edges, edgelengths, ntri, i, path3D, vA, vB, eAB, e1, e2, el, coordsA, ang, coordsB, mAB, cAB, xI, yI, αAI, coordsI, vD, vectAB, angAB, angBAD, e3, el3, coordsD, θ, vtrilist, posvtrilist}, ntri = Length[trilist3D]; pts = MeshCoordinates[mesh]; tri = MeshCells[mesh, 2] /. Polygon[p_] :> p; edges = MeshCells[mesh, 1] /. Line[p_] :> p ; edgelengths = PropertyValue[{mesh, 1}, MeshCellMeasure]; va = VectorAngle[#1 - #2, #3 - #2] & @@@ Partition[#, 3, 1, {2, -2}] & /@ MeshPrimitives[mesh, {2}][[All, 1]]; i = 1; (**) path3D = {}; (*Add starting vertex coordinates to path list*) AppendTo[path3D, pts[[vS]]]; (*Now calculate first intersection with edge (Maybe to check if \ vertices are adjacent ?) *) eAB = tri[[ trilist3D[[ i]]]] /. {vS, a_, b_} | {b_, vS, a_} | {a_, b_, vS} :> {a, b}; vA = eAB[[1]]; (*Set vertex A*) vB = eAB[[2]]; (*Set vertex B*) e1 = {vA, vS}; e2 = {vB, vS}; (*Calculate edge lengths for the first triangle in the chain(s)*) el = edgelengths[[ Join[Flatten[Position[edges, e1 | Reverse[e1]]], Flatten[Position[edges, e2 | Reverse[e2]]]]]]; coordsA = {el[[1]], 0}; (*Calculate 2D flattened coordinates of vertex vA*) vtrilist = Position[tri, vS]; posvtrilist = Position[vtrilist, trilist3D[[i]]][[1, 1]]; ang = va[[trilist3D[[i]], vtrilist[[posvtrilist, 2]]]]; coordsB = {el[[2]]*Cos[ang], el[[2]]*Sin[ ang]}; (*Calculate 2D flattened coordinates of vertex vB*) mAB = (coordsB[[2]] - coordsA[[2]])/(coordsB[[1]] - coordsA[[1]]); (*problem if perfectly vertical!*) cAB = coordsA[[2]] - mAB*coordsA[[1]]; xI = cAB/(Tan[θSD] - mAB); yI = Tan[θSD]*xI; αAI = Norm[{xI, yI} - coordsA]/Norm[coordsB - coordsA]; coordsI = pts[[vA]] + αAI*(pts[[vB]] - pts[[vA]]); AppendTo[path3D, coordsI]; i = 2; While[i < ntri + 1, vD = Select[tri[[trilist3D[[i]]]], False == MemberQ[{vA, vB}, #] &][[1]]; vectAB = coordsB - coordsA; angAB = ArcTan[vectAB[[1]], vectAB[[2]]]; (*Calculate angle <BAD*) vtrilist = Position[tri, vA]; posvtrilist = Position[vtrilist, trilist3D[[i]]][[1, 1]]; angBAD = va[[trilist3D[[i]], vtrilist[[posvtrilist, 2]]]]; e3 = {vA, vD}; el3 = edgelengths[[Flatten[Position[edges, e3 | Reverse[e3]]]]][[1]]; (*Calculation of 2D flattened coordinates of vertex D*) coordsD = (coordsA + {el3*Cos[angAB - angBAD], el3*Sin[angAB - angBAD]}); (*Calculate the angle that SD makes with the x- axis*) θ = ArcTan[coordsD[[1]], coordsD[[2]]]; If[θ < θSD, vA = vD; coordsA = coordsD; ]; If[θ > θSD, vB = vD; coordsB = coordsD; ]; mAB = (coordsB[[2]] - coordsA[[2]])/(coordsB[[1]] - coordsA[[1]]); (*problem if perfectly vertical!*) cAB = coordsA[[2]] - mAB*coordsA[[1]]; xI = cAB/(Tan[θSD] - mAB); yI = Tan[θSD]*xI; αAI = Norm[{xI, yI} - coordsA]/Norm[coordsB - coordsA]; coordsI = pts[[vA]] + αAI*(pts[[vB]] - pts[[vA]]); AppendTo[path3D, coordsI]; i++ ]; AppendTo[path3D, pts[[vF]]]; {path3D} ]; The following code calculates the path if it needs to pass through multiple vertices, it requires as output the distance matrix (6th argument of the above distance function): vs = 1; (*start vertex*) vf = 225; (*end vertex*) WAG = WeightedAdjacencyGraph[distancematrix]; SP = FindShortestPath[WAG, vs, vf] If[Length[SP] == 2, testpath = pathCalc[vs, vf, test[[4, vs, vf]], test[[3, vs, vf]], a][[1]], nSeg = Length[SP]; pairlist = Partition[SP, 2, 1]; pathall = {}; For[i = 1, i < nSeg, i++, path = pathCalc[pairlist[[i, 1]], pairlist[[i, 2]], test[[4, pairlist[[i, 1]], pairlist[[i, 2]]]], test[[3, pairlist[[i, 1]], pairlist[[i, 2]]]], a][[1]]; AppendTo[pathall, path]; testpath = pathall; ]; ] I used the following code to plot: vert2 = MeshCoordinates[a]; tri2 = MeshCells[a, 2][[All, 1]]; nvertices = Length[vert2]; ii = 1; distMatrixvect = test2hres[[1, ii]]/Max[test2hres[[1, ii]]]; distancemap3D = Legended[Graphics3D[{EdgeForm[], GraphicsComplex[vert2, Map[Polygon, tri2], VertexColors -> Table[ColorData["TemperatureMap"][distMatrixvect[[i]]], {i, 1, nvertices}]]}, Boxed -> False, Lighting -> "Neutral"], BarLegend[{"TemperatureMap", {0, 1}}, LegendFunction -> (Framed[#, RoundingRadius -> 4, FrameStyle -> LightGray] &), LegendLabel -> "Dist/Max Dist"]] Show[{Graphics3D[{Black, Thick, Line[testpath]}], distancemap3D}] As stated above the code is not very fast (it calculates all possible combinations of distances between all vertices on a mesh), but at least is exact. Any improvements to speeding this up would be most welcome. I will post any new versions of the code as maybe this could help someone. [1]: https://www.ncbi.nlm.nih.gov/pubmed/19372606 [2]: https://reference.wolfram.com/language/ref/FindShortestPath.html [3]: http://mathematica.stackexchange.com/questions/114694/is-it-possible-to-use-a-function-for-edgeweight-in-a-graph [4]: https://i.sstatic.net/FWkyF.png [5]: https://i.sstatic.net/vpbzY.png