[vtkusers] Smooth out surface(interpolate)
Bill Lorensen
bill.lorensen at gmail.com
Thu Nov 21 07:25:16 EST 2013
Try vtkLoopSubdivisionFilter. Experiment with SetNUmberOfSubdivisions:
vtkSmartPointer<vtkLoopSubdivisionFilter> subdivide =
vtkSmartPointer<vtkLoopSubdivisionFilter>::New();
subdivide->SetNumberOfSubdivisions(4);
#if VTK_MAJOR_VERSION <= 5
subdivide->SetInputConnection(outputPolyData->GetProducerPort());
#else
subdivide->SetInputData(outputPolyData);
#endif
// Create a mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(subdivide->GetOutputPort());
On Thu, Nov 21, 2013 at 5:21 AM, madz <madaramh at gmail.com> wrote:
> 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.
>
>
>
>
> --
> View this message in context: http://vtk.1045678.n5.nabble.com/Smooth-out-surface-interpolate-tp5724545.html
> Sent from the VTK - Users mailing list archive at Nabble.com.
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