[vtk-developers] GSoC 2015-CAD Model and Simulation Spline Visualization

DEEVANKSHU GARG deevankshu096 at gmail.com
Fri Mar 27 02:01:03 EDT 2015


I have submitted the proposal on the GSoC profile also.Please review
it.Thanks.
On 26 Mar 2015 13:57, "DEEVANKSHU GARG" <deevankshu096 at gmail.com> wrote:

> Hello all!
> I have drafted my proposal for the project- CAD Model and simulation
> spline visualization after discussions with Mr.David Thompson.Please review
> it and suggest any edits or additions/subtractions so I can polish it
> before finally submitting it.
> Here's the link-
>
> https://docs.google.com/document/d/1WvVhjcitFqeehpCBOHk_N71pPY2BV1UX9gbvhehL6pA/edit?usp=sharing
>
>
>
> On Wed, Mar 25, 2015 at 9:58 AM, David Thompson <
> david.thompson at kitware.com> wrote:
>
>> Hi Deevankshu,
>>
>> > Sorry for that little break in between but I was really stuck in my
>> mid-semester exams.
>>
>> That's OK; I am also in a time crunch to finish a paper.
>>
>> > .... Basically, it would be up to the IGA solver to provide us with
>> Bezier patches.The data provided from the patches about the control points
>> and vertices of the curve will be stored in arrays using the
>> {vtkAbstractArray ,vtkDataArray,vtkDoubleArray} classes. ...
>>
>> Correct, although if you are interested in storing BSplines (and then
>> converting to Bézier patches on demand), it would be better to store the
>> control points in a vtkStructuredGrid.
>>
>> > Then the main work starts.These datsets will be processed by further
>> filters present in the new mesh rendering class.
>>
>> Yes. Filters would likely inherit vtkMultiBlockDataSetAlgorithm.
>>
>> > The main tasks in our hand are-interpolation,point inversion and
>> finally,tesselation and rendering.Here's a rough implementation of the
>> methods used to perform these tasks. ...
>> >
>> > Tesselation and Rendering-
>> > I have always loathed the necessity of flow charts.I am attaching one
>> here too explaining the implementation of the tesselation method.A brief
>> explanation about this-
>> > -Tesselation Control Shader-Determines how much to tesselate,per-vertex
>> attributes,new patch vertices in xyz.
>> > -Tesselation primitive generator-Tessellates the curve or surface into
>> uvw coordinates.
>> > -Tesselation evaluation shader-Evaluate the curve or surface. Possibly
>> apply a displacement map.
>> > After tesselation,finally rendering takes place which involves writing
>> interpolated values out at the nodes of the
>> simplices(lines,triangles,tetrahedra).
>>
>> While it would be nice to have direct OpenGL rendering of patches, I
>> would prefer to implement tessellation on the CPU first so that the
>> resulting tessellation can be represented as a VTK dataset and used in
>> further operations before rendering. Also, since IGA frequently involves
>> 3-dimensional volumetric elements, rendering using the flowchart you show
>> would mean writing a volume renderer (which is an ambitious task and could
>> be its own GSoC project). If we tessellate on the CPU then VTK already has
>> volume rendering code that can be applied to the tetrahedra that
>> approximate a volumetric patch.
>>
>> > For the cutting part,I still have to see what changes will have to be
>> made to the already existing code.I will get to that soon.
>> >
>> > Please tell me what you think about it.Would it be a good idea to
>> divide the whole timeline into these three parts or do you recommend
>> something else?
>>
>>
>> I think 3 sections would be fine for the timeline. I would prefer to work
>> by (1) negotiating header files and unit tests, then (2) implementing the
>> classes for each of the 3 sections.
>>
>>         David
>>
>>
>
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