<div dir="ltr">The mapping is 1:1. There will be a normal for each point and a normal for each cell.<div><br></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Fri, Apr 12, 2013 at 10:30 AM, Kilgus, Thomas <span dir="ltr"><<a href="mailto:t.kilgus@dkfz-heidelberg.de" target="_blank">t.kilgus@dkfz-heidelberg.de</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div lang="DE" link="blue" vlink="purple"><div><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Sorry, either this example is not the answer to my question or I don’t get it :). <u></u><u></u></span></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"><u></u> <u></u></span></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">I have N normals inside a vtkDoubleArray and V vertices inside a vtkPolyData. How can I get the corresponding normal(s) N(j) to vertex V(i). I think i != j, because when splitting is on NumberOfNormals != NumberOfVertices, or not? In other words, the mapping is NOT 1:1. <u></u><u></u></span></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"><u></u> <u></u></span></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">The example simply adds 3 normals to 3 points and here the mapping is 1:1.<u></u><u></u></span></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"><u></u> <u></u></span></p><div style="border:none;border-left:solid blue 1.5pt;padding:0cm 0cm 0cm 4.0pt">
<div><div style="border:none;border-top:solid #b5c4df 1.0pt;padding:3.0pt 0cm 0cm 0cm"><p class="MsoNormal"><b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif"">From:</span></b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif""> Bill Lorensen [mailto:<a href="mailto:bill.lorensen@gmail.com" target="_blank">bill.lorensen@gmail.com</a>] <br>
<b>Sent:</b> Freitag, 12. April 2013 16:21</span></p><div><div class="h5"><br><b>To:</b> Kilgus, Thomas<br><b>Cc:</b> <a href="mailto:vtkusers@vtk.org" target="_blank">vtkusers@vtk.org</a><br><b>Subject:</b> Re: [vtkusers] Rendering/Computing normals of a surface<u></u><u></u></div>
</div><p></p></div></div><div><div class="h5"><p class="MsoNormal"><u></u> <u></u></p><div><p class="MsoNormal">Look at this example:<u></u><u></u></p><div><p class="MsoNormal"><a href="http://vtk.org/Wiki/VTK/Examples/Cxx/PolyData/PolyDataPointNormals" target="_blank">http://vtk.org/Wiki/VTK/Examples/Cxx/PolyData/PolyDataPointNormals</a><u></u><u></u></p>
</div><div><p class="MsoNormal"><u></u> <u></u></p></div></div><div><p class="MsoNormal" style="margin-bottom:12.0pt"><u></u> <u></u></p><div><p class="MsoNormal">On Fri, Apr 12, 2013 at 9:04 AM, Kilgus, Thomas <<a href="mailto:t.kilgus@dkfz-heidelberg.de" target="_blank">t.kilgus@dkfz-heidelberg.de</a>> wrote:<u></u><u></u></p>
<div><div><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">And how would I get the normal of a certain vertex? Especially with SplittingOn()</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><div style="border:none;border-left:solid blue 1.5pt;padding:0cm 0cm 0cm 4.0pt">
<div><div style="border:none;border-top:solid #b5c4df 1.0pt;padding:3.0pt 0cm 0cm 0cm"><p class="MsoNormal"><b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif"">From:</span></b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif""> Bill Lorensen [mailto:<a href="mailto:bill.lorensen@gmail.com" target="_blank">bill.lorensen@gmail.com</a>] <br>
<b>Sent:</b> Freitag, 12. April 2013 14:57</span><u></u><u></u></p><div><div><p class="MsoNormal"><br><b>To:</b> Kilgus, Thomas<br><b>Cc:</b> <a href="mailto:vtkusers@vtk.org" target="_blank">vtkusers@vtk.org</a><br><b>Subject:</b> Re: [vtkusers] Rendering/Computing normals of a surface<u></u><u></u></p>
</div></div></div></div><div><div><p class="MsoNormal"> <u></u><u></u></p><div><p class="MsoNormal">2) vtkPlaneSource generates normals. Many of the source's do.<u></u><u></u></p><div><p class="MsoNormal"> <u></u><u></u></p>
</div><div><p class="MsoNormal">After<u></u><u></u></p></div><div><p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial","sans-serif""> normalGenerator->Update();</span><u></u><u></u></p>
</div><div><p class="MsoNormal"><span style="font-family:"Arial","sans-serif"">try</span><u></u><u></u></p></div><div><p class="MsoNormal"><span style="font-family:"Arial","sans-serif"">normalGenerator->GetOutput()->Print(std::cout);</span><u></u><u></u></p>
</div><div><p class="MsoNormal"><span style="font-family:"Arial","sans-serif"">to see if there are normals present</span><u></u><u></u></p></div><div><p class="MsoNormal"> <u></u><u></u></p><div><p class="MsoNormal">
<u></u><u></u></p></div></div></div><div><p class="MsoNormal" style="margin-bottom:12.0pt"> <u></u><u></u></p><div><p class="MsoNormal">On Fri, Apr 12, 2013 at 8:45 AM, Kilgus, Thomas <<a href="mailto:t.kilgus@dkfz-heidelberg.de" target="_blank">t.kilgus@dkfz-heidelberg.de</a>> wrote:<u></u><u></u></p>
<div><div><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Unfortunately, that is a bit complicated and inside our own framework. But basically, this happens:</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">points->SetDataTypeToDouble();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">vtkSmartPointer<vtkCellArray> polys = vtkSmartPointer<vtkCellArray>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">for loop for all pixels of the depth image</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">{</span><u></u><u></u></p><p class="MsoNormal" style="text-indent:35.4pt"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Insert 3d point into points</span><u></u><u></u></p>
<p class="MsoNormal" style="text-indent:35.4pt"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal" style="text-indent:35.4pt">
<span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Insert cell points for valid (!=0) points with valid neighbors (simple triangulation)</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">}</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">vtkSmartPointer<vtkPolyData> mesh = vtkSmartPointer<vtkPolyData>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">mesh->SetPoints(points);</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">mesh->SetPolys(polys);</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">We also add texture coordinates and scalars, but this is not related to normals, is it?</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">You can see the details here: <a href="http://mitk.org/git/?p=MITK.git;a=blob;f=Modules/ToFProcessing/mitkToFDistanceImageToSurfaceFilter.cpp;h=2b24b193315c2db97bce1d4f8aed90df42c99d1f;hb=HEAD" target="_blank">http://mitk.org/git/?p=MITK.git;a=blob;f=Modules/ToFProcessing/mitkToFDistanceImageToSurfaceFilter.cpp;h=2b24b193315c2db97bce1d4f8aed90df42c99d1f;hb=HEAD</a></span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">My questions 3. and 4. are not related to the Kinect data, are they?</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Regards,</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d">Thomas</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US" style="font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1f497d"> </span><u></u><u></u></p>
<div style="border:none;border-left:solid blue 1.5pt;padding:0cm 0cm 0cm 4.0pt"><div><div style="border:none;border-top:solid #b5c4df 1.0pt;padding:3.0pt 0cm 0cm 0cm"><p class="MsoNormal"><b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif"">From:</span></b><span lang="EN-US" style="font-size:10.0pt;font-family:"Tahoma","sans-serif""> Bill Lorensen [mailto:<a href="mailto:bill.lorensen@gmail.com" target="_blank">bill.lorensen@gmail.com</a>] <br>
<b>Sent:</b> Freitag, 12. April 2013 14:36<br><b>To:</b> Kilgus, Thomas<br><b>Cc:</b> <a href="mailto:vtkusers@vtk.org" target="_blank">vtkusers@vtk.org</a><br><b>Subject:</b> Re: [vtkusers] Rendering/Computing normals of a surface</span><u></u><u></u></p>
</div></div><div><div><p class="MsoNormal"> <u></u><u></u></p><div><p class="MsoNormal">How are you creating your Kinect mesh?<u></u><u></u></p></div><div><p class="MsoNormal" style="margin-bottom:12.0pt"> <u></u><u></u></p>
<div><p class="MsoNormal">On Fri, Apr 12, 2013 at 8:28 AM, Kilgus, Thomas <<a href="mailto:t.kilgus@dkfz-heidelberg.de" target="_blank">t.kilgus@dkfz-heidelberg.de</a>> wrote:<u></u><u></u></p><div><div><p class="MsoNormal">
Hi everyone,<u></u><u></u></p><p class="MsoNormal"> <u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">I’m trying to compute and render normals of certain vertices of a mesh (in fact a Kinect mesh). I assume that I have to compute the normals via vtkPolyDataNormals and display them using a vtkGlyph3d? </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">I observed some strange behavior which really confused me:</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p>
<p><span lang="EN-US">1.</span><span lang="EN-US" style="font-size:7.0pt"> </span><span lang="EN-US">If I create a vtkPlaneSource or load a ball from hard disc and compute normals for that data, everything seems fine. If I load an “open” surface (my Kinect mesh), there are no normals displayed. The documentation says that SetAutoOrientNormals does only work with closed surfaces. But at the moment I don’t care about orientation. There should be normals for at least some vertices of an open mesh, shouldn’t there?</span><u></u><u></u></p>
<p><span lang="EN-US">2.</span><span lang="EN-US" style="font-size:7.0pt"> </span><span lang="EN-US">If I load my Kinect mesh and make a new polydata which contains as much points at (0,0,0) as I have normals and set the normals for the new polydata, the glyph will produce arrows pointing from (0,0,0) to somewhere. This looks pretty good could but could be a random result with empty memory. </span><u></u><u></u></p>
<p><span lang="EN-US">3.</span><span lang="EN-US" style="font-size:7.0pt"> </span><span lang="EN-US">If I connect my vtkPlaneSource or the ball directly to the glyph (I skip the vtkPolyDataNormals), normals are still rendered correctly. Does this mean my vtkPlaneSource already contains them from the beginning? Are they computed in the background somewhere inside the glyph3d? Is the vtkPolyDataNormals even necessary? This only works for the plane and the ball - not for the Kinect mesh. I can imagine that a plane automatically computes its normal on Update(), but why does my ball have normals already?</span><u></u><u></u></p>
<p><span lang="EN-US">4.</span><span lang="EN-US" style="font-size:7.0pt"> </span><span lang="EN-US">How can I get the normal of a certain vertex Id? If I use vtkFloatArray::SafeDownCast(output->GetPointData()->GetNormals()) are Id’s equal to the vertex Id’s of the polydata? What happens if I turn splitting on and get multiple normals for each vertex? How is the mapping done?</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">My code looks as follows:</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US">vtkSmartPointer<vtkPolyData> inputPolyData = //load some data</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> // Generate normals</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> vtkSmartPointer<vtkPolyDataNormals> normalGenerator = vtkSmartPointer<vtkPolyDataNormals>::New();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> normalGenerator->SetInput( inputPolyData );</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> normalGenerator->ComputePointNormalsOn();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span>normalGenerator->ComputeCellNormalsOff();<u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> normalGenerator->SetSplitting(0); //I want exactly one normal per vertex</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> normalGenerator->Update();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span>vtkSmartPointer<vtkPolyDataMapper> mapperNormals =<u></u><u></u></p><p class="MsoNormal"> <span lang="EN-US">vtkSmartPointer<vtkPolyDataMapper>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> //I chose arrows as representation</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> vtkSmartPointer<vtkArrowSource> arrow = vtkSmartPointer<vtkArrowSource>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> arrow->Update();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">//use the output of vtkPolyDataNormals as input for the glyph3d</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US">vtkSmartPointer<vtkGlyph3D> glyph = vtkSmartPointer<vtkMaskedGlyph3D>::New();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> glyph->SetInput( normalGenerator->GetOutput() );</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> glyph->SetSourceConnection(arrow->GetOutputPort());</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> glyph->OrientOn();</span><u></u><u></u></p><p class="MsoNormal">
<span lang="EN-US"> glyph->SetVectorModeToUseNormal();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> glyph->Update();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> mapperNormals->SetInputConnection(glyph->GetOutputPort());</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">//now follows standard code which could be taken from almost any example…</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> vtkSmartPointer<vtkActor> actorNormals =</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> vtkSmartPointer<vtkActor>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> actorNormals->SetMapper(mapperNormals);</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> // Create a renderer, render window, and interactor</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span>vtkSmartPointer<vtkRenderer> renderer =<u></u><u></u></p><p class="MsoNormal"> vtkSmartPointer<vtkRenderer>::New();<u></u><u></u></p><p class="MsoNormal"> vtkSmartPointer<vtkRenderWindow> renderWindow =<u></u><u></u></p>
<p class="MsoNormal"> vtkSmartPointer<vtkRenderWindow>::New();<u></u><u></u></p><p class="MsoNormal"> renderWindow->AddRenderer(renderer);<u></u><u></u></p><p class="MsoNormal"> vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =<u></u><u></u></p>
<p class="MsoNormal"> vtkSmartPointer<vtkRenderWindowInteractor>::New();<u></u><u></u></p><p class="MsoNormal"> <span lang="EN-US">vtkSmartPointer<vtkInteractorStyleTrackballCamera> style = vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> renderWindowInteractor->SetInteractorStyle(style);</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> renderWindowInteractor->SetRenderWindow(renderWindow);</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> // Add the actor to the scene</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> renderer->AddActor(actorNormals);</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> // Render and interact</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> renderWindow->Render();</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US"> renderWindowInteractor->Start();</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">Regards,</span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US">Thomas</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US"> </span><u></u><u></u></p><p class="MsoNormal">
<span lang="EN-US">Thomas Kilgus</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">German Cancer Research Center (DKFZ)</span><u></u><u></u></p><p class="MsoNormal"><span lang="EN-US">Div. Medical and Biological Informatics </span><u></u><u></u></p>
<p class="MsoNormal"><span lang="EN-US">Junior group: Computer-assisted Interventions (E131)</span><u></u><u></u></p><p class="MsoNormal">Im Neuenheimer Feld 280<u></u><u></u></p><p class="MsoNormal">69120 Heidelberg, Germany<u></u><u></u></p>
<p class="MsoNormal">Phone: <a href="tel:%2B49%280%29%206221-42-3545" target="_blank">+49(0) 6221-42-3545</a><u></u><u></u></p><p class="MsoNormal"> <u></u><u></u></p></div></div><p class="MsoNormal" style="margin-bottom:12.0pt">
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</div><p class="MsoNormal"><br><br clear="all"><u></u><u></u></p><div><p class="MsoNormal"> <u></u><u></u></p></div><p class="MsoNormal">-- <br>Unpaid intern in BillsBasement at noware dot com<u></u><u></u></p></div></div>
</div></div></div></div></div><p class="MsoNormal"><br><br clear="all"><u></u><u></u></p><div><p class="MsoNormal"> <u></u><u></u></p></div><p class="MsoNormal">-- <br>Unpaid intern in BillsBasement at noware dot com<u></u><u></u></p>
</div></div></div></div></div></div></div><p class="MsoNormal"><br><br clear="all"><u></u><u></u></p><div><p class="MsoNormal"><u></u> <u></u></p></div><p class="MsoNormal">-- <br>Unpaid intern in BillsBasement at noware dot com<u></u><u></u></p>
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