[vtkusers] vtkVoxelContoursToSurfaceFilter - control number of triangle of the generated mesh ?

John Haiducek jhaiduce at gmail.com
Thu Oct 21 23:45:18 EDT 2010


After creating the mesh, you can pass it to vtkDecimate or
vtkDecimatePro to reduce the number of triangles. You may need to first
run it through vtkTriangleFilter since the decimate filters don't work
on quads.

John Haiducek

On Fri, 2010-10-22 at 10:09 +0900, Ashika Umanga Umagiliya wrote:
> Anyone ..please?
> 
> On 20 October 2010 12:20, Ashika Umanga Umagiliya
> <aumanga at biggjapan.com> wrote:
>         Greetings all,
>         
>         
>         We generate contour data using a seperate contour detecting
>         algorithm and use "vtkVoxelContoursToSurfaceFilter" to
>         generate the mesh.
>         Source image size is around 1000x1000 pixels. 
>         Please refer image at - http://oi55.tinypic.com/2e2f2xd.jpg .
>         
>         
>         So,the maximum x,y coordinates of contour data is also in the
>         range 1000x1000.
>         As see in the image at - http://oi51.tinypic.com/4lt9c3.jpg ,
>         , every small circle is added as a "vtkPoint" when generating
>         "vtkPolyData".
>         
>         
>         At first vtk could not generate mesh and crashed .
>         So I divide original node x,y data by 5 (scaled down by 5)
>         before sending to  "vtkPoints.SetPoint()".
>         
>         
>         Still the generated mesh has huge number of triangles.
>         Here is the genereated mesh -
>         http://oi51.tinypic.com/98soib.jpg
>         Wireframe of the mesh  - http://oi51.tinypic.com/r7ly10.jpg
>         Zoomed in -  http://oi53.tinypic.com/r08k07.jpg
>         
>         
>         My question is ,is there a way to produce the optimized number
>         of triangles for the mesh ? ()
>         Our target image range is from 512x512 to 2000x2000. (that
>         is,counter )
>         Any tips of adjusting the best triangle count depend of the
>         image size?
>         
>         
>         Thanks in advance,
>         umanga
> 
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