QuadricClustering
vtk-examples/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
Other languages
See (CSharp)
Question
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Code¶
QuadricClustering.cxx
#include <vtkCamera.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkQuadricClustering.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkXMLPolyDataReader.h>
int main(int argc, char* argv[])
{
vtkSmartPointer<vtkPolyData> inputPolyData;
if (argc > 1)
{
vtkNew<vtkXMLPolyDataReader> reader;
reader->SetFileName(argv[1]);
reader->Update();
inputPolyData = reader->GetOutput();
}
else
{
vtkNew<vtkSphereSource> sphereSource;
sphereSource->SetThetaResolution(30);
sphereSource->SetPhiResolution(15);
sphereSource->Update();
inputPolyData = sphereSource->GetOutput();
}
vtkNew<vtkNamedColors> colors;
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;
vtkNew<vtkQuadricClustering> decimate;
decimate->SetInputData(inputPolyData);
decimate->UseFeatureEdgesOn();
decimate->Update();
vtkNew<vtkPolyData> decimated;
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;
vtkNew<vtkPolyDataMapper> inputMapper;
inputMapper->SetInputData(inputPolyData);
vtkNew<vtkProperty> backFace;
backFace->SetColor(colors->GetColor3d("Gold").GetData());
vtkNew<vtkActor> inputActor;
inputActor->SetMapper(inputMapper);
inputActor->GetProperty()->SetInterpolationToFlat();
inputActor->GetProperty()->SetColor(
colors->GetColor3d("NavajoWhite").GetData());
inputActor->SetBackfaceProperty(backFace);
vtkNew<vtkPolyDataMapper> decimatedMapper;
decimatedMapper->SetInputData(decimated);
vtkNew<vtkActor> decimatedActor;
decimatedActor->SetMapper(decimatedMapper);
decimatedActor->GetProperty()->SetColor(
colors->GetColor3d("NavajoWhite").GetData());
decimatedActor->GetProperty()->SetInterpolationToFlat();
decimatedActor->SetBackfaceProperty(backFace);
// There will be one render window
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(600, 300);
renderWindow->SetWindowName("QuadricClustering");
// And one interactor
vtkNew<vtkRenderWindowInteractor> interactor;
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
vtkNew<vtkRenderer> leftRenderer;
renderWindow->AddRenderer(leftRenderer);
leftRenderer->SetViewport(leftViewport);
leftRenderer->SetBackground(colors->GetColor3d("Peru").GetData());
vtkNew<vtkRenderer> rightRenderer;
renderWindow->AddRenderer(rightRenderer);
rightRenderer->SetViewport(rightViewport);
rightRenderer->SetBackground(colors->GetColor3d("CornflowerBlue").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
vtkNew<vtkCamera> camera;
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 3.12 FATAL_ERROR)
project(QuadricClustering)
find_package(VTK COMPONENTS
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "QuadricClustering: Unable to find the VTK build folder.")
endif()
# Prevent a "command line is too long" failure in Windows.
set(CMAKE_NINJA_FORCE_RESPONSE_FILE "ON" CACHE BOOL "Force Ninja to use response files.")
add_executable(QuadricClustering MACOSX_BUNDLE QuadricClustering.cxx )
target_link_libraries(QuadricClustering PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS QuadricClustering
MODULES ${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.