[vtk-developers] Triangular patch interpolation

David Thompson david.thompson at kitware.com
Sun Aug 2 22:50:09 EDT 2015


Hi Lin,

Yes, that is correct. Inserting knot values does not change the polynomial degree or shape, it just adds control points so that the weights are uniform (as required by the Bézier basis). So, the underlying parameterization is unchanged... it just has more piecewise segments.

    David 



> On Aug 2, 2015, at 22:38, Lin M <majcjc at gmail.com> wrote:
> 
> Hi Dr. Thompson,
> 
> I have a question about the inversion and projection. Currently, we evaluate the NURBS by inserting knots and making it into Bezier forms. My question is that if I evaluate u = 0.2 in original knot vector [0,1,2,3], would it be the same to evaluate u = 0.2 in the new knot vector which is a bezier form?
> 
> Best,
> Lin
> 
>> On Mon, Jul 27, 2015 at 1:26 AM, Lin M <majcjc at gmail.com> wrote:
>> Hi Dr. Thompson,
>> 
>> I have added new method vtkPatachInterpolation::InterpolateOnSimplicialPatch() and pushed to gitlab.
>> 
>> I'm now working on the point inversion part.
>> 
>> Best,
>> Lin
>> 
>>> On Sun, Jul 26, 2015 at 8:05 PM, David Thompson <david.thompson at kitware.com> wrote:
>>> Hi Lin,
>>> 
>>> How is triangular/tetrahedral patch interpolation going? They will be a basic building block of the contouring and cutting algorithms. By identifying points on edges, edges on surfaces, and surfaces in volumes that take on a single value, a single patch can be decomposed into sections that are inside, outside, or on an isosurface. Not all of these pieces can be expressed as brick patches, but they can be expressed as simplicial patches.
>>> 
>>>     David
> 
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