NAME
vtkRecursiveDividingCubes - create points lying on isosurface (using recursive approach)
SYNOPSIS
#include "/opt/vtk-c++/graphics/vtkRecursiveDividingCubes.h"
class VTK_EXPORT vtkRecursiveDividingCubes : public vtkStructuredPointsToPolyDataFilter
vtkRecursiveDividingCubes();
static vtkRecursiveDividingCubes *New() {return new vtkRecursiveDividingCubes;};
const char *GetClassName() {return "vtkRecursiveDividingCubes";};
void PrintSelf(ostream& os, vtkIndent indent);
void SetValue(float);
float GetValue();
void SetDistance(float);
float GetDistance();
void SetIncrement(int);
int GetIncrement();
DESCRIPTION
vtkRecursiveDividingCubes is a filter that generates points lying on a surface of constant scalar value (i.e., an isosurface). Dense point clouds (i.e., at screen resolution)
will appear as a surface. Less dense clouds can be used as a source to generate streamlines or to generate "transparent" surfaces.
This implementation differs from vtkDividingCubes in that it uses a recursive procedure. In many cases this can result in generating more points than the procedural implementation of vtkDividingCubes. This is because the recursive procedure divides voxels by multiples of powers of two. This can over-constrain subdivision. One of the advantages of the recursive technique is that the recursion is terminated earlier, which in some cases can be more efficient.
SEE ALSO
vtkDividingCubes vtkContourFilter vtkMarchingCubes
SUMMARY
void SetValue(float)
Set isosurface value.
void SetDistance(float)
Specify sub-voxel size at which to generate point.
void SetIncrement(int)
Every "Increment" point is added to the list of points. This parameter, if set to a large value, can be used to limit the number of points while retaining good accuracy.