DecimateFran
VTKExamples/Cxx/VisualizationAlgorithms/DecimateFran
Description¶
This examples shows reduction on the order of 90 percent for a 10:1 compression ratio. the wireframe image are shown to accentuate the density of the polygonal meshes. The left-hand image is the original data; the right-hand image is the decimated mesh.
Info
See Figure 9-27a in Chapter 9 The VTK Textbook.
Other Languages
See (Python)
Code¶
DecimateFran.cxx
#include <vtkActor.h> #include <vtkCamera.h> #include <vtkDecimatePro.h> #include <vtkNamedColors.h> #include <vtkPNGReader.h> #include <vtkPolyDataMapper.h> #include <vtkPolyDataNormals.h> #include <vtkPolyDataReader.h> #include <vtkProperty.h> #include <vtkRenderer.h> #include <vtkRenderWindow.h> #include <vtkRenderWindowInteractor.h> #include <vtkTexture.h> int main (int argc, char *argv[]) { if (argc < 3) { std::cout << "Usage: " << argv[0] << " fran_cut.vtk fran_cut.png" << std::endl; return EXIT_FAILURE; } // This example shows how to use decimation to reduce a polygonal mesh. We also // use mesh smoothing and generate surface normals to give a pleasing result. // // We start by reading some data that was originally captured from // a Cyberware laser digitizing system. // vtkSmartPointer<vtkPolyDataReader> fran = vtkSmartPointer<vtkPolyDataReader>::New(); fran->SetFileName(argv[1]); // Read the corresponding texture vtkSmartPointer<vtkPNGReader> textureReader = vtkSmartPointer<vtkPNGReader>::New(); textureReader->SetFileName(argv[2]); vtkSmartPointer<vtkTexture> texture = vtkSmartPointer<vtkTexture>::New(); texture->InterpolateOn(); texture->SetInputConnection(textureReader->GetOutputPort()); // We want to preserve topology (not let any cracks form). This may limit // the total reduction possible, which we have specified at 90%. // vtkSmartPointer<vtkDecimatePro> deci = vtkSmartPointer<vtkDecimatePro>::New(); deci->SetInputConnection(fran->GetOutputPort()); deci->SetTargetReduction(0.9); deci->PreserveTopologyOn(); vtkSmartPointer<vtkPolyDataNormals> decimatedNormals = vtkSmartPointer<vtkPolyDataNormals>::New(); decimatedNormals->SetInputConnection(deci->GetOutputPort()); decimatedNormals->FlipNormalsOn(); decimatedNormals->SetFeatureAngle(60); vtkSmartPointer<vtkPolyDataNormals> originalNormals = vtkSmartPointer<vtkPolyDataNormals>::New(); originalNormals->SetInputConnection(fran->GetOutputPort()); originalNormals->FlipNormalsOn(); originalNormals->SetFeatureAngle(60); vtkSmartPointer<vtkNamedColors> colors = vtkSmartPointer<vtkNamedColors>::New(); vtkSmartPointer<vtkPolyDataMapper> decimatedMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); decimatedMapper->SetInputConnection(decimatedNormals->GetOutputPort()); vtkSmartPointer<vtkActor> decimatedActor = vtkSmartPointer<vtkActor>::New(); decimatedActor->SetMapper(decimatedMapper); decimatedActor->GetProperty()->SetAmbient(.5); decimatedActor->GetProperty()->SetDiffuse(.5); decimatedActor->SetTexture(texture); vtkSmartPointer<vtkPolyDataMapper> originalMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); originalMapper->SetInputConnection(originalNormals->GetOutputPort()); vtkSmartPointer<vtkActor> originalActor = vtkSmartPointer<vtkActor>::New(); originalActor->SetMapper(originalMapper); originalActor->GetProperty()->SetAmbient(.5); originalActor->GetProperty()->SetDiffuse(.5); originalActor->SetTexture(texture); // Create the RenderWindow, Renderer and both Actors // vtkSmartPointer<vtkRenderer> renderer1 = vtkSmartPointer<vtkRenderer>::New(); renderer1->SetViewport( 0., 0., 0.5, 1. ); vtkSmartPointer<vtkRenderer> renderer2 = vtkSmartPointer<vtkRenderer>::New(); renderer2->SetViewport( 0.5, 0., 1., 1. ); vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New(); renderWindow->AddRenderer(renderer1); renderWindow->AddRenderer(renderer2); vtkSmartPointer<vtkRenderWindowInteractor> interactor = vtkSmartPointer<vtkRenderWindowInteractor>::New(); interactor->SetRenderWindow(renderWindow); // Add the actors to the renderer, set the background and size // renderer1->AddActor(originalActor); renderer2->AddActor(decimatedActor); renderer1->SetBackground(colors->GetColor3d("Wheat").GetData()); renderer2->SetBackground(colors->GetColor3d("Papaya_Whip").GetData()); renderWindow->SetSize(800, 400); // render the image // vtkSmartPointer<vtkCamera> cam1 = vtkSmartPointer<vtkCamera>::New(); cam1->SetClippingRange(0.0475572, 2.37786); cam1->SetFocalPoint(0.052665, -0.129454, -0.0573973); cam1->SetPosition(0.327637, -0.116299, -0.256418); cam1->SetViewUp(-0.0225386, 0.999137, 0.034901); renderer1->SetActiveCamera(cam1); renderer2->SetActiveCamera(cam1); renderWindow->Render(); interactor->Start(); return EXIT_SUCCESS; }
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.3 FATAL_ERROR) project(DecimateFran) find_package(VTK COMPONENTS vtkCommonColor vtkFiltersCore vtkIOImage vtkIOLegacy vtkInteractionStyle vtkRenderingCore vtkRenderingFreeType vtkRenderingOpenGL2 QUIET) if (NOT VTK_FOUND) message("Skipping DecimateFran: ${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(DecimateFran MACOSX_BUNDLE DecimateFran.cxx ) target_link_libraries(DecimateFran PRIVATE ${VTK_LIBRARIES}) else () # include all components add_executable(DecimateFran MACOSX_BUNDLE DecimateFran.cxx ) target_link_libraries(DecimateFran PRIVATE ${VTK_LIBRARIES}) # vtk_module_autoinit is needed vtk_module_autoinit( TARGETS DecimateFran MODULES ${VTK_LIBRARIES} ) endif ()
Download and Build DecimateFran¶
Click here to download DecimateFran and its CMakeLists.txt file. Once the tarball DecimateFran.tar has been downloaded and extracted,
cd DecimateFran/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:
./DecimateFran
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.