[vtkusers] vtkLoopSubdivisionFilter displays incorrect shape
madz
madaramh at gmail.com
Tue Nov 26 04:34:17 EST 2013
I have a 3d surface plot which looks like the following image.
<http://vtk.1045678.n5.nabble.com/file/n5724631/not_smooth.png>
To give the image a more smoother interpolated look I applied the
vtkLoopSubdivisionFilter. However, after applying the filter, the shape of
the grid looks greatly altered.
E.g - The highest peak which was around 3 was lowered to 2.5 while the
lowest went from 0 to 0.5 etc..
The altered pic looks like the following,
<http://vtk.1045678.n5.nabble.com/file/n5724631/loopdiv.png>
How do I remedy this, it's important that the grid displays the correct
values. The simplified code;
#include <vtkSmartPointer.h>
#include <vtkActor.h>
#include <vtkDelaunay2D.h>
#include <vtkLookupTable.h>
#include <vtkMath.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkCubeAxesActor.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkCamera.h>
#include <vtkLoopSubdivisionFilter.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;
points->InsertNextPoint(0, 0, 0);
points->InsertNextPoint(0, 1, 3);
points->InsertNextPoint(0, 2, 1);
points->InsertNextPoint(1, 0, 1);
points->InsertNextPoint(1, 1, 1);
points->InsertNextPoint(1, 2, 3);
points->InsertNextPoint(2, 0, 1);
points->InsertNextPoint(2, 1, 2);
points->InsertNextPoint(2, 2, 2);
points->InsertNextPoint(3, 0, 2);
points->InsertNextPoint(3, 1, 0);
points->InsertNextPoint(3, 2, 3);
// 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];
// 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);
vtkSmartPointer<vtkCubeAxesActor> axes =
vtkSmartPointer<vtkCubeAxesActor>::New();
axes->SetBounds(delaunay->GetOutput()->GetBounds());
axes->SetFlyModeToOuterEdges();
axes->XAxisMinorTickVisibilityOff();
axes->YAxisMinorTickVisibilityOff();
axes->ZAxisMinorTickVisibilityOff();
axes->SetXLabelFormat("%6.1f");
vtkSmartPointer<vtkLoopSubdivisionFilter> subdivide =
vtkSmartPointer<vtkLoopSubdivisionFilter>::New();
subdivide->SetNumberOfSubdivisions(3);
#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());
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// 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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