Subdivision
Description¶
In this example a mesh is read from a file and then subdivided using linear subdivision. The SetNumberOfSubdivisions(n) function controls how many times the mesh is subdivided. For each n, the number of triangles will increase by approximately a factor of 4. For example, if n=2, the number of triangles in the resulting mesh will be 16x the number of triangles in the original mesh.
Different types of subdivisions can be obtained by replacing vtkLinearSubdivisionFilter with either vtkLoopSubdivisionFilter or vtkButterflySubdivisionFilter.
Other languages
See (CSharp)
Question
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Code¶
Subdivision.cxx
#include <vtkSmartPointer.h>
#include <vtkCellData.h>
#include <vtkCellArray.h>
#include <vtkDoubleArray.h>
#include <vtkPoints.h>
#include <vtkTriangle.h>
#include <vtkPolyData.h>
#include <vtkPointData.h>
#include <vtkSphereSource.h>
#include <vtkXMLPolyDataReader.h>
#include <vtkTriangleFilter.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <string>
#include <vtkButterflySubdivisionFilter.h>
#include <vtkLoopSubdivisionFilter.h>
#include <vtkLinearSubdivisionFilter.h>
int main(int argc, char *argv[])
{
vtkSmartPointer<vtkPolyData> originalMesh;
if(argc > 1) //If a file name is specified, open and use the file.
{
vtkSmartPointer<vtkXMLPolyDataReader> reader =
vtkSmartPointer<vtkXMLPolyDataReader>::New();
reader->SetFileName(argv[1]);
// Subdivision filters only work on triangles
vtkSmartPointer<vtkTriangleFilter> triangles =
vtkSmartPointer<vtkTriangleFilter>::New();
triangles->SetInputConnection(reader->GetOutputPort());
triangles->Update();
originalMesh = triangles->GetOutput();
}
else //If a file name is not specified, create a sphere
{
vtkSmartPointer<vtkSphereSource> sphereSource =
vtkSmartPointer<vtkSphereSource>::New();
sphereSource->Update();
originalMesh = sphereSource->GetOutput();
}
std::cout << "Before subdivision" << std::endl;
std::cout << " There are " << originalMesh->GetNumberOfPoints()
<< " points." << std::endl;
std::cout << " There are " << originalMesh->GetNumberOfPolys()
<< " triangles." << std::endl;
double numberOfViewports = 3.;
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->SetSize(200* numberOfViewports,200); //(width, height)
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
int numberOfSubdivisions = 2;
for(unsigned i = 0; i < numberOfViewports; i++)
{
// Note: Here we create a superclass pointer (vtkPolyDataAlgorithm) so that we can easily instantiate different
// types of subdivision filters. Typically you would not want to do this, but rather create the pointer to be the type
// filter you will actually use, e.g.
// vtkSmartPointer<vtkLinearSubdivisionFilter> subdivisionFilter = vtkSmartPointer<vtkLinearSubdivisionFilter>::New();
vtkSmartPointer<vtkPolyDataAlgorithm> subdivisionFilter;
switch(i)
{
case 0:
subdivisionFilter = vtkSmartPointer<vtkLinearSubdivisionFilter>::New();
dynamic_cast<vtkLinearSubdivisionFilter *> (subdivisionFilter.GetPointer())->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
case 1:
subdivisionFilter = vtkSmartPointer<vtkLoopSubdivisionFilter>::New();
dynamic_cast<vtkLoopSubdivisionFilter *> (subdivisionFilter.GetPointer())->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
case 2:
subdivisionFilter = vtkSmartPointer<vtkButterflySubdivisionFilter>::New();
dynamic_cast<vtkButterflySubdivisionFilter *> (subdivisionFilter.GetPointer())->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
default:
break;
}
subdivisionFilter->SetInputData(originalMesh);
subdivisionFilter->Update();
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
renderWindow->AddRenderer(renderer);
renderer->SetViewport(static_cast<double>(i)/numberOfViewports,0,static_cast<double>(i+1)/numberOfViewports,1);
//Create a mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(subdivisionFilter->GetOutputPort());
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
renderer->AddActor(actor);
renderer->ResetCamera();
renderWindow->Render();
renderWindow->SetWindowName("Multiple ViewPorts");
}
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.3 FATAL_ERROR)
project(Subdivision)
find_package(VTK COMPONENTS
vtkvtkCommonCore
vtkvtkCommonDataModel
vtkvtkFiltersCore
vtkvtkFiltersModeling
vtkvtkFiltersSources
vtkvtkIOXML
vtkvtkInteractionStyle
vtkvtkRenderingContextOpenGL2
vtkvtkRenderingCore
vtkvtkRenderingFreeType
vtkvtkRenderingGL2PSOpenGL2
vtkvtkRenderingOpenGL2 QUIET)
if (NOT VTK_FOUND)
message("Skipping Subdivision: ${VTK_NOT_FOUND_MESSAGE}")
return ()
endif()
message (STATUS "VTK_VERSION: ${VTK_VERSION}")
if (VTK_VERSION VERSION_LESS "8.90.0")
# old system
include(${VTK_USE_FILE})
add_executable(Subdivision MACOSX_BUNDLE Subdivision.cxx )
target_link_libraries(Subdivision PRIVATE ${VTK_LIBRARIES})
else ()
# include all components
add_executable(Subdivision MACOSX_BUNDLE Subdivision.cxx )
target_link_libraries(Subdivision PRIVATE ${VTK_LIBRARIES})
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS Subdivision
MODULES ${VTK_LIBRARIES}
)
endif ()
Download and Build Subdivision¶
Click here to download Subdivision and its CMakeLists.txt file. Once the tarball Subdivision.tar has been downloaded and extracted,
cd Subdivision/build
If VTK is installed:
cmake ..
If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./Subdivision
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.