[vtkusers] Smooth out surface(interpolate)
madz
madaramh at gmail.com
Thu Nov 21 05:21:10 EST 2013
I'm trying to build a 3D surface plot like the below image,
<http://vtk.1045678.n5.nabble.com/file/n5724545/delpeaks1.gif>
The plot I was able to create looks the following image,
<http://vtk.1045678.n5.nabble.com/file/n5724545/not_smooth.png>
How do I smooth out the peaks of the grid, I want it to have an interpolated
like quality as in the first image.
My code so far is,
#include <vtkVersion.h>
#include <vtkSmartPointer.h>
#include <vtkActor.h>
#include <vtkDelaunay2D.h>
#include <vtkLookupTable.h>
#include <vtkMath.h>
#include <vtkPointData.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkVertexGlyphFilter.h>
#include <vtkXMLPolyDataWriter.h>
#include <vtkCubeAxesActor.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkAxisActor.h>
#include <vtkCamera.h>
int main(int, char *[])
{
// Create a grid of points (height/terrian map)
vtkSmartPointer<vtkPoints> points =
vtkSmartPointer<vtkPoints>::New();
unsigned int GridSize = 5;
double xx, yy, zz;
for(unsigned int x = 0; x < GridSize; x++)
{
for(unsigned int y = 0; y < GridSize; y++)
{
xx = x + vtkMath::Random(-.2, .2);
yy = y + vtkMath::Random(-.2, .2);
zz = vtkMath::Random(-4, 4);
points->InsertNextPoint(xx, yy, zz);
}
}
// Add the grid points to a polydata object
vtkSmartPointer<vtkPolyData> inputPolyData =
vtkSmartPointer<vtkPolyData>::New();
inputPolyData->SetPoints(points);
// Triangulate the grid points
vtkSmartPointer<vtkDelaunay2D> delaunay =
vtkSmartPointer<vtkDelaunay2D>::New();
#if VTK_MAJOR_VERSION <= 5
delaunay->SetInput(inputPolyData);
#else
delaunay->SetInputData(inputPolyData);
#endif
delaunay->Update();
vtkPolyData* outputPolyData = delaunay->GetOutput();
double bounds[6];
outputPolyData->GetBounds(bounds);
// Find min and max z
double minz = bounds[4];
double maxz = bounds[5];
std::cout << "minz: " << minz << std::endl;
std::cout << "maxz: " << maxz << std::endl;
// Create the color map
vtkSmartPointer<vtkLookupTable> colorLookupTable =
vtkSmartPointer<vtkLookupTable>::New();
colorLookupTable->SetTableRange(minz, maxz);
colorLookupTable->Build();
// Generate the colors for each point based on the color map
vtkSmartPointer<vtkUnsignedCharArray> colors =
vtkSmartPointer<vtkUnsignedCharArray>::New();
colors->SetNumberOfComponents(3);
colors->SetName("Colors");
std::cout << "There are " << outputPolyData->GetNumberOfPoints()
<< " points." << std::endl;
for(int i = 0; i < outputPolyData->GetNumberOfPoints(); i++)
{
double p[3];
outputPolyData->GetPoint(i,p);
double dcolor[3];
colorLookupTable->GetColor(p[2], dcolor);
unsigned char color[3];
for(unsigned int j = 0; j < 3; j++)
{
color[j] = static_cast<unsigned char>(255.0 * dcolor[j]);
}
colors->InsertNextTupleValue(color);
}
outputPolyData->GetPointData()->SetScalars(colors);
// Create a mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInputConnection(outputPolyData->GetProducerPort());
#else
mapper->SetInputData(outputPolyData);
#endif
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
vtkSmartPointer<vtkCubeAxesActor> axes =
vtkSmartPointer<vtkCubeAxesActor>::New();
axes->SetBounds(delaunay->GetOutput()->GetBounds());
axes->SetFlyModeToOuterEdges();
axes->XAxisMinorTickVisibilityOff();
axes->YAxisMinorTickVisibilityOff();
axes->ZAxisMinorTickVisibilityOff();
axes->SetXLabelFormat("%6.1f");
// Create a renderer, render window, and interactor
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
//prevents the pointer option from going haywire
vtkSmartPointer<vtkInteractorStyleTrackballCamera> style =
vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New();
renderWindowInteractor->SetInteractorStyle(style);
// Add the actor to the scene
renderer->AddActor(actor);
renderer->SetBackground(.1, .2, .3);
// Render and interact
renderWindow->Render();
renderer->GetActiveCamera()->Elevation(290);
renderer->AddViewProp(axes);
axes->SetCamera(renderer->GetActiveCamera());
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
Thank you.
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