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216 lines
7.8 KiB
C++
216 lines
7.8 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkFlyingEdges3D.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkFlyingEdges3D
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* @brief generate isosurface from 3D image data (volume)
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*
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* vtkFlyingEdges3D is a reference implementation of the 3D version of the
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* flying edges algorithm. It is designed to be highly scalable (i.e.,
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* parallelizable) for large data. It implements certain performance
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* optimizations including computational trimming to rapidly eliminate
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* processing of data regions, packed bit representation of case table
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* values, single edge intersection, elimination of point merging, and
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* elimination of any reallocs (due to dynamic data insertion). Note that
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* computational trimming is a method to reduce total computational cost in
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* which partial computational results can be used to eliminate future
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* computations.
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*
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* This is a four-pass algorithm. The first pass processes all x-edges and
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* builds x-edge case values (which, when the four x-edges defining a voxel
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* are combined, are equivalent to vertex-based case table except edge-based
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* approaches are separable in support of parallel computing). Next x-voxel
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* rows are processed to gather information from yz-edges (basically to count
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* the number of y-z edge intersections and triangles generated). In the third
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* pass a prefix sum is used to count and allocate memory for the output
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* primitives. Finally in the fourth pass output primitives are generated into
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* pre-allocated arrays. This implementation uses voxel cell axes (a x-y-z
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* triad located at the voxel origin) to ensure that each edge is intersected
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* at most one time. Note that this implementation also reuses the VTK
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* Marching Cubes case table, although the vertex-based MC table is
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* transformed into an edge-based table on object instantiation.
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*
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* See the paper "Flying Edges: A High-Performance Scalable Isocontouring
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* Algorithm" by Schroeder, Maynard, Geveci. Proc. of LDAV 2015. Chicago, IL.
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*
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* @warning
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* This filter is specialized to 3D volumes. This implementation can produce
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* degenerate triangles (i.e., zero-area triangles).
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*
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* @warning
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* If you are interested in extracting segmented regions from a label mask,
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* consider using vtkDiscreteFlyingEdges3D.
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*
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* @warning
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* This class has been threaded with vtkSMPTools. Using TBB or other
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* non-sequential type (set in the CMake variable
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* VTK_SMP_IMPLEMENTATION_TYPE) may improve performance significantly.
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*
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* @sa
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* vtkContourFilter vtkFlyingEdges2D vtkSynchronizedTemplates3D
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* vtkMarchingCubes vtkDiscreteFlyingEdges3D vtkContour3DLinearGrid
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*/
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#ifndef vtkFlyingEdges3D_h
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#define vtkFlyingEdges3D_h
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#include "vtkContourValues.h" // Passes calls through
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#include "vtkFiltersCoreModule.h" // For export macro
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#include "vtkPolyDataAlgorithm.h"
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class vtkImageData;
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class VTKFILTERSCORE_EXPORT vtkFlyingEdges3D : public vtkPolyDataAlgorithm
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{
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public:
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static vtkFlyingEdges3D* New();
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vtkTypeMacro(vtkFlyingEdges3D, vtkPolyDataAlgorithm);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Because we delegate to vtkContourValues.
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*/
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vtkMTimeType GetMTime() override;
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//@{
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/**
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* Set/Get the computation of normals. Normal computation is fairly
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* expensive in both time and storage. If the output data will be processed
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* by filters that modify topology or geometry, it may be wise to turn
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* Normals and Gradients off.
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*/
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vtkSetMacro(ComputeNormals, vtkTypeBool);
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vtkGetMacro(ComputeNormals, vtkTypeBool);
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vtkBooleanMacro(ComputeNormals, vtkTypeBool);
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//@}
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//@{
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/**
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* Set/Get the computation of gradients. Gradient computation is fairly
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* expensive in both time and storage. Note that if ComputeNormals is on,
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* gradients will have to be calculated, but will not be stored in the
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* output dataset. If the output data will be processed by filters that
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* modify topology or geometry, it may be wise to turn Normals and
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* Gradients off.
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*/
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vtkSetMacro(ComputeGradients, vtkTypeBool);
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vtkGetMacro(ComputeGradients, vtkTypeBool);
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vtkBooleanMacro(ComputeGradients, vtkTypeBool);
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//@}
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//@{
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/**
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* Set/Get the computation of scalars.
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*/
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vtkSetMacro(ComputeScalars, vtkTypeBool);
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vtkGetMacro(ComputeScalars, vtkTypeBool);
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vtkBooleanMacro(ComputeScalars, vtkTypeBool);
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//@}
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//@{
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/**
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* Indicate whether to interpolate other attribute data. That is, as the
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* isosurface is generated, interpolate all point attribute data across
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* the edge. This is independent of scalar interpolation, which is
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* controlled by the ComputeScalars flag.
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*/
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vtkSetMacro(InterpolateAttributes, vtkTypeBool);
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vtkGetMacro(InterpolateAttributes, vtkTypeBool);
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vtkBooleanMacro(InterpolateAttributes, vtkTypeBool);
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//@}
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/**
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* Set a particular contour value at contour number i. The index i ranges
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* between 0<=i<NumberOfContours.
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*/
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void SetValue(int i, double value) { this->ContourValues->SetValue(i, value); }
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/**
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* Get the ith contour value.
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*/
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double GetValue(int i) { return this->ContourValues->GetValue(i); }
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/**
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* Get a pointer to an array of contour values. There will be
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* GetNumberOfContours() values in the list.
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*/
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double* GetValues() { return this->ContourValues->GetValues(); }
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/**
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* Fill a supplied list with contour values. There will be
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* GetNumberOfContours() values in the list. Make sure you allocate
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* enough memory to hold the list.
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*/
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void GetValues(double* contourValues) { this->ContourValues->GetValues(contourValues); }
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/**
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* Set the number of contours to place into the list. You only really
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* need to use this method to reduce list size. The method SetValue()
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* will automatically increase list size as needed.
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*/
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void SetNumberOfContours(int number) { this->ContourValues->SetNumberOfContours(number); }
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/**
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* Get the number of contours in the list of contour values.
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*/
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vtkIdType GetNumberOfContours() { return this->ContourValues->GetNumberOfContours(); }
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/**
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* Generate numContours equally spaced contour values between specified
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* range. Contour values will include min/max range values.
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*/
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void GenerateValues(int numContours, double range[2])
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{
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this->ContourValues->GenerateValues(numContours, range);
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}
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/**
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* Generate numContours equally spaced contour values between specified
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* range. Contour values will include min/max range values.
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*/
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void GenerateValues(int numContours, double rangeStart, double rangeEnd)
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{
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this->ContourValues->GenerateValues(numContours, rangeStart, rangeEnd);
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}
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//@{
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/**
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* Set/get which component of the scalar array to contour on; defaults to 0.
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*/
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vtkSetMacro(ArrayComponent, int);
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vtkGetMacro(ArrayComponent, int);
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//@}
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protected:
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vtkFlyingEdges3D();
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~vtkFlyingEdges3D() override;
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vtkTypeBool ComputeNormals;
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vtkTypeBool ComputeGradients;
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vtkTypeBool ComputeScalars;
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vtkTypeBool InterpolateAttributes;
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int ArrayComponent;
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vtkContourValues* ContourValues;
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int RequestData(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
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int RequestUpdateExtent(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
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int FillInputPortInformation(int port, vtkInformation* info) override;
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private:
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vtkFlyingEdges3D(const vtkFlyingEdges3D&) = delete;
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void operator=(const vtkFlyingEdges3D&) = delete;
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};
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#endif
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