[vtkusers] Results rendering bug ?
Jacques Charreyron-F264897
Jacques.Charreyron at fr.michelin.com
Thu Jan 6 06:11:25 EST 2005
Dear vtkusers,
I have a problem rendering results on quads ( and this is true, of course, for
3D elements using quads). Let's imagine we have two quads with the following
values on nodes :
0-------------1--------------0
| | |
| | |
| | |
0-------------0--------------0
We would expect symetrical color gradients. But because of triangulation we get
two different mappings.
Those two quads are transformed into triangles this way (depending only on the
shortest diagonal) :
triangle (1) with values 0 1 0
triangle (2) with values 0 0 1
triangle (3) with values 0 0 1
triangle (4) with values 0 0 0
0---------------1----------------0
| / | / |
| (1) / (2) | (3) / (4) |
| / | / |
0---------------0----------------0
We can now see the problem :
triangle (4) will be rendered with a single color which is false according
to the finite element and true according to OpenGl triangles.
One suggestion would be the following : change the triangulation of quads to
make it symetrical using by creating a fake center node located at the quad
center of gravity (simple surgery in vtkQuad::Triangulate()) assigned with a
value computed using interpolation functions. This has one major drawback :
it introduces different kind of nodes/scalars reals and fakes
Here is a code snippet to reproduce behaviour :
//---------------------------------------------------------------
#include <vtkActor.h>
#include <vtkCellType.h>
#include <vtkDataSetMapper.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkPoints.h>
#include <vtkProperty.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkUnstructuredGrid.h>
#include <vtkWindowToImageFilter.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkActor2D.h>
#include <vtkLabeledDataMapper.h>
#include <vtkLookupTable.h>
#include <vtkFloatArray.h>
#include <vtkPointData.h>
#include <vtkMath.h>
#include <vtkScalarBarWidget.h>
#include <vtkScalarBarActor.h>
#include <vtkLookupTable.h>
#include <vtkTexture.h>
#include <vtkStructuredPoints.h>
#include <vtkBandedPolyDataContourFilter.h>
#include <vtkGeometryFilter.h>
#include <vtkPolyDataMapper.h>
int main( int argc, char *argv[] )
{
//-------
// Points
//-------
vtkPoints *points = vtkPoints::New();
points->SetNumberOfPoints(6);
points->SetPoint(0, 0, 0, 0);
points->SetPoint(1, 1, 0, 0);
points->SetPoint(2, 1, 1, 0);
points->SetPoint(3, 0, 1, 0);
points->SetPoint(4, 2, 0, 0);
points->SetPoint(5, 2, 1, 0);
vtkIdType pointIds[4];
pointIds[0] = 0;
pointIds[1] = 1;
pointIds[2] = 2;
pointIds[3] = 3;
vtkIdType pointIds2[4];
pointIds2[0] = 1;
pointIds2[1] = 2;
pointIds2[2] = 5;
pointIds2[3] = 4;
//--------------
// Quad grid
//--------------
vtkUnstructuredGrid* grid = vtkUnstructuredGrid::New();
grid->Allocate(1);
grid->SetPoints(points);
grid->InsertNextCell(VTK_QUAD,4,pointIds);
grid->InsertNextCell(VTK_QUAD,4,pointIds2);
// Point data (scalars)
vtkFloatArray *pointScalars = vtkFloatArray::New();
pointScalars->SetNumberOfComponents(1);
pointScalars->SetNumberOfTuples(6);
pointScalars->SetTuple1(0,0);
pointScalars->SetTuple1(1,0);
pointScalars->SetTuple1(2,1);
pointScalars->SetTuple1(3,0);
pointScalars->SetTuple1(4,0);
pointScalars->SetTuple1(5,0);
grid->GetPointData()->SetScalars(pointScalars);
// Lookup :
vtkLookupTable *lookupTable = vtkLookupTable::New();
lookupTable->SetNumberOfColors(10);
lookupTable->SetTableRange(0.0,1.0);
lookupTable->Build();
// Scalar bar actor
vtkScalarBarWidget *scalarBarWidget=vtkScalarBarWidget::New();
vtkScalarBarActor *scalarBarActor = vtkScalarBarActor::New();
scalarBarActor->SetLookupTable(lookupTable);
scalarBarWidget->SetScalarBarActor(scalarBarActor);
scalarBarActor->SetMaximumNumberOfColors(10);
// Mapper
vtkDataSetMapper *currentMapper=vtkDataSetMapper::New();
currentMapper->SetInput(grid);
currentMapper->SetLookupTable(lookupTable);
currentMapper->SetInterpolateScalarsBeforeMapping(1);
// Actor
vtkActor *quadActor = vtkActor::New();
quadActor->SetMapper(currentMapper);
//--------------
// Visualization
//--------------
// Renderer
vtkRenderer *renderer= vtkRenderer::New();
renderer->SetLightFollowCamera(true);
renderer->SetBackground(0.6,0.7,0.9);
renderer->AddActor(quadActor);
renderer->AddActor(scalarBarActor);
// RenderWindow
vtkRenderWindow *renderWindow = vtkRenderWindow::New();
renderWindow->AddRenderer(renderer);
renderWindow->SetSize(300,300);
// Interactor
vtkRenderWindowInteractor *interactor =
vtkRenderWindowInteractor::New();
interactor->SetRenderWindow(renderWindow);
// Interactor style
vtkInteractorStyleTrackballCamera *interactorStyle =
vtkInteractorStyleTrackballCamera::New();
interactor->SetInteractorStyle(interactorStyle);
// Event loop
interactor->Initialize();
interactor->Start();
return 0;
}
// --------------------------------------------------------------------
Do you think this is worth reporting it as a bug ?
Yours,
Jacques Charreyron
__________________________________________________________
\
\ Jacques Charreyron
\ Société Michelin
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