What I'm doing so far is creating a vtkPolyData from the bounding boxes, 12 triangles per box. This works okay but there are probably a lot of interior triangles not contributing to the outter surface.<div><br></div><div>
I'm wondering about two other approaches:</div><div>1) How to take my mesh and decimate it down to something lighter, but preserving the outter surface exactly</div><div>2) Instead of making a mesh make a point could then compute some kind of surface on the fly.</div>
<div><br></div><div>Any pointers on either of these is welcome.<br clear="all"><br><div>-Philip</div><br>
<br><br><div class="gmail_quote">On Fri, Oct 28, 2011 at 3:26 PM, Philip Winston <span dir="ltr"><<a href="mailto:pwinston@gmail.com">pwinston@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div>I have a 3d shape which as described by bunch of 2d bounding boxes (100,000's). The boxes are divided into planes, maybe 1000-10,000 planes. A single plane might have one bound box, or it might have several with intersect each other. All coordinates are integers in the range 0...12000 or so.</div>
<div><br></div><div>What's the best way to draw this? I want to see it just as a solid surface representing the outter most portion of the boxes, a 3d solid opaque shape.</div><div><br></div><div>Some of my initial thoughts:</div>
<div>1) Convert it to triangles and just draw an unstructured bag of triangles?</div><div>2) Convert it to triangles but decimate/optimize the mesh to eliminate interior triangles?</div><div>3) Use quads instead of triangles?</div>
<div>3) Use vtkImageData instead of triangles?</div><div><br></div><div>I'm completely new to VTK, any pointers at all are welcome.</div><span class="HOEnZb"><font color="#888888"><br><div>-Philip</div><br>
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