QuadricClustering
VTKExamples/Cxx/Meshes/QuadricClustering
Description¶
The algorithm used is the one described by Peter Lindstrom in his Siggraph 2000 paper, "Out-of-Core Simplification of Large Polygonal Models." The general approach of the algorithm is to cluster vertices in a uniform binning of space, accumulating the quadric of each triangle (pushed out to the triangles vertices) within each bin, and then determining an optimal position for a single vertex in a bin by using the accumulated quadric.
Seealso
Code¶
QuadricClustering.cxx
#include <vtkPolyData.h> #include <vtkSphereSource.h> #include <vtkXMLPolyDataReader.h> #include <vtkQuadricClustering.h> #include <vtkSmartPointer.h> #include <vtkPolyDataMapper.h> #include <vtkProperty.h> #include <vtkRenderWindow.h> #include <vtkRenderWindowInteractor.h> #include <vtkRenderer.h> #include <vtkCamera.h> #include <vtkNamedColors.h> int main(int argc, char *argv[]) { vtkSmartPointer<vtkPolyData> inputPolyData; if(argc > 1) { vtkSmartPointer<vtkXMLPolyDataReader> reader = vtkSmartPointer<vtkXMLPolyDataReader>::New(); reader->SetFileName(argv[1]); reader->Update(); inputPolyData = reader->GetOutput(); } else { vtkSmartPointer<vtkSphereSource> sphereSource = vtkSmartPointer<vtkSphereSource>::New(); sphereSource->SetThetaResolution(30); sphereSource->SetPhiResolution(15); sphereSource->Update(); inputPolyData = sphereSource->GetOutput(); } vtkSmartPointer<vtkNamedColors> colors = vtkSmartPointer<vtkNamedColors>::New(); std::cout << "Before decimation" << std::endl << "------------" << std::endl; std::cout << "There are " << inputPolyData->GetNumberOfPoints() << " points." << std::endl; std::cout << "There are " << inputPolyData->GetNumberOfPolys() << " polygons." << std::endl; vtkSmartPointer<vtkQuadricClustering> decimate = vtkSmartPointer<vtkQuadricClustering>::New(); decimate->SetInputData(inputPolyData); decimate->UseFeatureEdgesOn(); decimate->Update(); vtkSmartPointer<vtkPolyData> decimated = vtkSmartPointer<vtkPolyData>::New(); decimated->ShallowCopy(decimate->GetOutput()); std::cout << "After decimation" << std::endl << "------------" << std::endl; std::cout << "There are " << decimated->GetNumberOfPoints() << " points." << std::endl; std::cout << "There are " << decimated->GetNumberOfPolys() << " polygons." << std::endl; std::cout << "Reduction: " << static_cast<double>((inputPolyData->GetNumberOfPolys() - decimated->GetNumberOfPolys())) / static_cast<double>(inputPolyData->GetNumberOfPolys()) << std::endl; vtkSmartPointer<vtkPolyDataMapper> inputMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); inputMapper->SetInputData(inputPolyData); vtkSmartPointer<vtkProperty> backFace = vtkSmartPointer<vtkProperty>::New(); backFace->SetColor(colors->GetColor3d("gold").GetData()); vtkSmartPointer<vtkActor> inputActor = vtkSmartPointer<vtkActor>::New(); inputActor->SetMapper(inputMapper); inputActor->GetProperty()->SetInterpolationToFlat(); inputActor->GetProperty()->SetColor(colors->GetColor3d("flesh").GetData()); inputActor->SetBackfaceProperty(backFace); vtkSmartPointer<vtkPolyDataMapper> decimatedMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); decimatedMapper->SetInputData(decimated); vtkSmartPointer<vtkActor> decimatedActor = vtkSmartPointer<vtkActor>::New(); decimatedActor->SetMapper(decimatedMapper); decimatedActor->GetProperty()->SetColor(colors->GetColor3d("flesh").GetData()); decimatedActor->GetProperty()->SetInterpolationToFlat(); decimatedActor->SetBackfaceProperty(backFace); // There will be one render window vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New(); renderWindow->SetSize(600, 300); // And one interactor vtkSmartPointer<vtkRenderWindowInteractor> interactor = vtkSmartPointer<vtkRenderWindowInteractor>::New(); interactor->SetRenderWindow(renderWindow); // Define viewport ranges // (xmin, ymin, xmax, ymax) double leftViewport[4] = {0.0, 0.0, 0.5, 1.0}; double rightViewport[4] = {0.5, 0.0, 1.0, 1.0}; // Setup both renderers vtkSmartPointer<vtkRenderer> leftRenderer = vtkSmartPointer<vtkRenderer>::New(); renderWindow->AddRenderer(leftRenderer); leftRenderer->SetViewport(leftViewport); leftRenderer->SetBackground(colors->GetColor3d("burlywood").GetData()); vtkSmartPointer<vtkRenderer> rightRenderer = vtkSmartPointer<vtkRenderer>::New(); renderWindow->AddRenderer(rightRenderer); rightRenderer->SetViewport(rightViewport); rightRenderer->SetBackground(colors->GetColor3d("slate_grey").GetData()); // Add the sphere to the left and the cube to the right leftRenderer->AddActor(inputActor); rightRenderer->AddActor(decimatedActor); // Shared camera looking down the -y axis vtkSmartPointer<vtkCamera> camera = vtkSmartPointer<vtkCamera>::New(); camera->SetPosition (0, -1, 0); camera->SetFocalPoint (0, 0, 0); camera->SetViewUp (0, 0, 1); camera->Elevation(30); camera->Azimuth(30); leftRenderer->SetActiveCamera(camera); rightRenderer->SetActiveCamera(camera); leftRenderer->ResetCamera(); leftRenderer->ResetCameraClippingRange(); renderWindow->Render(); interactor->Start(); return EXIT_SUCCESS; }
CMakeLists.txt¶
cmake_minimum_required(VERSION 2.8) PROJECT(QuadricClustering) find_package(VTK REQUIRED) include(${VTK_USE_FILE}) add_executable(QuadricClustering MACOSX_BUNDLE QuadricClustering.cxx ) target_link_libraries(QuadricClustering ${VTK_LIBRARIES})
Download and Build QuadricClustering¶
Click here to download QuadricClustering and its CMakeLists.txt file. Once the tarball QuadricClustering.tar has been downloaded and extracted,
cd QuadricClustering/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:
./QuadricClustering
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.