ENH: Use vtkTriangleMeshPointNormals
The main bottleneck with real-time VTK rendering so far appeared to be the normals computation. This commit addresses that issue by making use of the latest normals computation filter in VTK: vtkTriangleMeshPointNormals. While this filter is much (5 to 16 times) faster than vtkPolyDataNormals, it does not check for consistency in the cell orientations that could cause inverted normals, which is why the vtkPolyDataNormals is called once in the surfacemesh renderdelegate to retrieve consistent cells for the input mesh. See VTK merge request for more information : vtk/vtk!2271 PS: That MR requires the latest commits from VTK master, which does not include work made on texture wrap mode nor on multi texture attributes yet: - iMSTK/vtk@62a7ecd8 - iMSTK/vtk@ae373026
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- Base/Rendering/RenderDelegate/imstkVTKRenderDelegate.cpp 2 additions, 5 deletionsBase/Rendering/RenderDelegate/imstkVTKRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKSurfaceMeshRenderDelegate.cpp 21 additions, 2 deletions...ring/RenderDelegate/imstkVTKSurfaceMeshRenderDelegate.cpp
- CMake/External/External_VTK.cmake 3 additions, 2 deletionsCMake/External/External_VTK.cmake
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