Computing Curvatures
See original GitHub issueKindly I’m trying to compute the curvatures (principal, mean, gaussion) of the vertices in my mesh, specifically for special vertices not the whole vertices, is it possible?
I checked this function addCurvatureScalars
but I believe it didn’t worked like what I want, since it retrieve like this:
vtkFollower (0x55a39080f070)
Debug: Off
Modified Time: 721
Reference Count: 1
Registered Events: (none)
Dragable: On
Pickable: On
AllocatedRenderTime: 10
EstimatedRenderTime: 0
NumberOfConsumers: 0
RenderTimeMultiplier: 1
Visibility: On
PropertyKeys: none.
useBounds: 1
IsIdentity: true
Position: (0, 0, 0)
Orientation: (0, 0, 0)
Origin: (0, 0, 0)
Scale: (1, 1, 1)
Bounds:
Xmin,Xmax: (-0.611773, 0.864326)
Ymin,Ymax: (-0.200548, 0.448087)
Zmin,Zmax: (-0.238711, 0.345187)
UserTransform: (none)
UserMatrix: (none)
Mapper:
Debug: Off
Modified Time: 644
Reference Count: 3
Registered Events: (none)
Executive: 0x55a39076adf0
ErrorCode: Success
Information: 0x55a39098ea20
AbortExecute: Off
Progress: 1
Progress Text: (None)
TimeToDraw: 0.0001
ClippingPlanes: (none)
Lookup Table: (none)
Scalar Visibility: On
Static: Off
Scalar Range: (0, 0)
UseLookupTableScalarRange: 0
Color Mode: Default
InterpolateScalarsBeforeMapping: On
Scalar Mode: UseCellData
RenderTime: 0
Resolve Coincident Topology: Off
CoincidentPointOffset: 0
CoincidentLineOffset: 0
CoincidentPolygonOffset: 0
CoincidentLineFactor: 0
CoincidentPolygonFactor: 0
Piece : 0
NumberOfPieces : 1
GhostLevel: 0
Number of sub pieces: 1
Property:
Debug: Off
Modified Time: 384
Reference Count: 1
Registered Events: (none)
Ambient: 0
Ambient Color: (1, 1, 1)
Diffuse: 1
Diffuse Color: (1, 1, 1)
Edge Color: (0, 0, 0)
Edge Visibility: Off
Vertex Color: (0.5, 1, 0.5)
Vertex Visibility: Off
Interpolation: VTK_PHONG
Opacity: 1
Representation: VTK_SURFACE
Specular: 0
Specular Color: (1, 1, 1)
Specular Power: 1
Backface Culling: Off
Frontface Culling: Off
Point size: 1
Line width: 1
Line stipple pattern: 65535
Line stipple repeat factor: 1
Lighting: On
RenderPointsAsSpheres: On
RenderLinesAsTubes: Off
Shading: Off
MaterialName: (none)
Color: (1, 1, 1)
EmissiveFactor: (1, 1, 1)
NormalScale: 1
OcclusionStrength: 1
Metallic: 0
Roughness: 0.5
BackfaceProperty: (none)
Texture: (none)
ForceOpaque: false
ForceTranslucent: false
Camera: (none)
And if it’s for each vertex, what are the formulas you are following for the calculation.
Thank you.
Issue Analytics
- State:
- Created 3 years ago
- Comments:7 (4 by maintainers)
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Top GitHub Comments
that’s shown in the printout…
Yes, that’s correct. It might seem over-killing but it’s actually not: numpy takes care of that.