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Subdivision

Repository source: 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 <vtkActor.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkTriangleFilter.h>
#include <vtkXMLPolyDataReader.h>

#include <vtkButterflySubdivisionFilter.h>
#include <vtkLinearSubdivisionFilter.h>
#include <vtkLoopSubdivisionFilter.h>

// Readers
#include <vtkBYUReader.h>
#include <vtkOBJReader.h>
#include <vtkPLYReader.h>
#include <vtkPolyDataReader.h>
#include <vtkSTLReader.h>
#include <vtkXMLPolyDataReader.h>

#include <map>
#include <string>

namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(std::string const& fileName);
}

int main(int argc, char* argv[])
{
  // Test with these parameters: footbones.ply 2.
  vtkNew<vtkNamedColors> colors;

  std::map<int, std::string> actorColors;
  actorColors[0] = "BurlyWood";
  actorColors[1] = "BurlyWood";
  actorColors[2] = "BurlyWood";

  std::map<int, std::string> rendererColors;
  rendererColors[0] = "Gainsboro";
  rendererColors[1] = "LightGrey";
  rendererColors[2] = "Silver";

  vtkSmartPointer<vtkPolyData> originalMesh;

  if (argc > 1) // If a file name is specified, open and use the file.
  {
    auto polyData = ReadPolyData(argv[1]);

    // Subdivision filters only work on triangles.
    vtkNew<vtkTriangleFilter> triangles;
    triangles->SetInputData(polyData);
    triangles->Update();
    originalMesh = triangles->GetOutput();
  }
  else // If a file name is not specified, create a sphere.
  {
    vtkNew<vtkSphereSource> sphereSource;
    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 = 3.0;

  vtkNew<vtkRenderWindow> renderWindow;
  renderWindow->SetSize(200 * numberOfViewports, 200); //(width, height)
  renderWindow->SetWindowName("Subdivision");

  vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;

  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.
    // vtkNew<vtkLinearSubdivisionFilter>  subdivisionFilter;
    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();

    vtkNew<vtkRenderer> renderer;

    renderWindow->AddRenderer(renderer);
    renderer->SetViewport(static_cast<double>(i) / numberOfViewports, 0,
                          static_cast<double>(i + 1) / numberOfViewports, 1);

    // Create a mapper and actor.
    vtkNew<vtkPolyDataMapper> mapper;
    mapper->SetInputConnection(subdivisionFilter->GetOutputPort());
    vtkNew<vtkActor> actor;
    actor->SetMapper(mapper);
    actor->GetProperty()->SetColor(
        colors->GetColor3d(actorColors[i]).GetData());

    renderer->AddActor(actor);
    renderer->SetBackground(colors->GetColor3d(rendererColors[i]).GetData());
    renderer->ResetCamera();

    renderWindow->Render();
  }

  renderWindowInteractor->Start();

  return EXIT_SUCCESS;
}

namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(std::string const& fileName)
{
  vtkSmartPointer<vtkPolyData> polyData;
  std::string extension = "";
  if (fileName.find_last_of(".") != std::string::npos)
  {
    extension = fileName.substr(fileName.find_last_of("."));
  }
  // Make the extension lowercase
  std::transform(extension.begin(), extension.end(), extension.begin(),
                 ::tolower);
  if (extension == ".ply")
  {
    auto reader = vtkSmartPointer<vtkPLYReader>::New();
    reader->SetFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else if (extension == ".vtp")
  {
    auto reader = vtkSmartPointer<vtkXMLPolyDataReader>::New();
    reader->SetFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else if (extension == ".obj")
  {
    auto reader = vtkSmartPointer<vtkOBJReader>::New();
    reader->SetFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else if (extension == ".stl")
  {
    auto reader = vtkSmartPointer<vtkSTLReader>::New();
    reader->SetFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else if (extension == ".vtk")
  {
    auto reader = vtkSmartPointer<vtkPolyDataReader>::New();
    reader->SetFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else if (extension == ".g")
  {
    auto reader = vtkSmartPointer<vtkBYUReader>::New();
    reader->SetGeometryFileName(fileName.c_str());
    reader->Update();
    polyData = reader->GetOutput();
  }
  else
  {
    // Return a polydata sphere if the extension is unknown.
    auto source = vtkSmartPointer<vtkSphereSource>::New();
    source->SetThetaResolution(20);
    source->SetPhiResolution(11);
    source->Update();
    polyData = source->GetOutput();
  }
  return polyData;
}
} // namespace

CMakeLists.txt

cmake_minimum_required(VERSION 3.12 FATAL_ERROR)

project(Subdivision)

find_package(VTK COMPONENTS 
  CommonColor
  CommonCore
  CommonDataModel
  FiltersCore
  FiltersModeling
  FiltersSources
  IOGeometry
  IOLegacy
  IOPLY
  IOXML
  InteractionStyle
  RenderingContextOpenGL2
  RenderingCore
  RenderingFreeType
  RenderingGL2PSOpenGL2
  RenderingOpenGL2
)

if (NOT VTK_FOUND)
  message(FATAL_ERROR "Subdivision: 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(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}
)

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.