[vtkusers] Delaunay surface triangulation in 3D
Matthias Riechmann
riechmann at ira.uka.de
Fri Oct 17 15:38:30 EDT 2008
Hi Doug,
as far as I remember using vtk's delaunay, you have to think two
dimensional even if its a three dimensional set of points that you want
to form a surface: You can specify a transform to the vtkDelaunay2D
filter, so if you have a bunch of points forming more or less a sphere,
you just have to give the filter a vtkSphericalTransform. Then it can
assemble the surface from the phi and theta coordinates ignoring r. Of
course you have to transform the points in a way so their center is in
the neighbourhood of (0, 0, 0).
For more details see the documentation of vtkDelaunay2D.
Matthias
Doug Hackworth schrieb:
>
> Greetings. I have a set of N points that reside on the surface of a
> sphere, and I'd like to create a triangular (not tetrahedral) mesh
> between these points via Delaunay triangulation. Using vtkDelaunay2D is
> out because it does a different thing (ignoring the Z-coordinate during
> its triangulation). And using vtkDelaunay3D only does part of the right
> thing -- it appears to triangulate the surface points nicely, but also
> creates (as its primary function) a tetrahedral mesh among all the
> points in 3 dimensions.
>
> How can I get a triangulated surface? Just to be clear on what I want,
> the end result should be a hollow volume of triangles, rather like a
> geodesic dome. That make sense?
>
> It seems as if using vtkDelaunay3D and then extracting the surface
> triangles only could be a promising course of action, but I have no idea
> how to do this (I'm also not sure that it's guaranteed to produce the
> right result). Can someone offer some guidance on this? Is there an
> alternative method that would be better? Please, offer me your wisdom.
> :-)
>
> Thanks,
> Doug
>
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