[vtkusers] Building a colored texture by interpolating a set of colored points.
Cory Quammen
cory.quammen at kitware.com
Wed Dec 13 11:37:28 EST 2017
That seems like a reasonable approach to doing what you are describing. If
you need only to compute normals between points on a Delaunay2D surface and
display them immediately, then the rendering is already doing that for you
on the GPU, so it is very fast. If you need to save out the texture, then
doing it the way you describe also sounds reasonable.
HTH,
Cory
On Mon, Dec 11, 2017 at 8:32 AM, Jean-Max Redonnet <jmax.red at gmail.com>
wrote:
> Hi, I'm still quite new to vtk, and I would like a pro advice.
>
> I have a set of pixels, each one given with its full rgb color
> information. I would like to build a full image by interpolating color of
> pixels between the given points. First, I would like to know if there is a
> magic wand to do that. I searched it for days but maybe I missed something.
>
> If the job need to be done by hand, I plan to do this:
> - first I split my image using a Delaunay algorithm.
> - then, each pixels (except the given ones) belongs to a single triangle.
> Thus I can calculate the scalar factors using a barycenter formula.
>
> For example, let be a triangle defined by three pixels A, B and C. Let be
> P a pixel inside this triangle. The following vectorial relations can be
> written: PA = a.u, PB = b.v and PC = c.w, where u,v and w are unit vector
> along (PA), (PB) and (PC) respectively. In this context I plan to use
> scalar factors a, b and c to interpolate A,B and C pixels colors values.
> The color of pixel P being then set to these interpolated values.
>
> Is it the right way to do ? Do you know a better way to do this ?
>
> Giving you a larger sight may help you to help me. Actually I want to
> interpolate a vector field from a given set of vectors. The idea is to do
> something like normal maps used in computer graphics. Mapping the 3D
> vectors position to a 2D space is not a problem since their starting point
> belongs to a parametric surface, therefore the 2D parametric space of the
> surface can be used. Then the (u,v) space can easily be mapped to an image
> pixels space while the coordinates of my vectors can meanwhile be mapped to
> a rgb color space.
>
> Using an image to build and store my vector field interpolation is
> convenient but I would like to set up all this in the most efficient manner.
>
> According to you, what is the better way to do this ?
>
> Thanks for any help.
>
> jMax
>
>
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--
Cory Quammen
Staff R&D Engineer
Kitware, Inc.
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