I am currently generating some search paths using vtkCutter with vtkPlane for surface contours near object texture material(s) imported with OBJImporter
My preliminary first try with libvtk is a simple test of a libvtk 9 contours example
My current plan is to use a vtkRectilinearGrid point proximity to these 2D planer contour paths to decompose into a set of voxels which incorporate the predominant material/texture properties on the local 3D model surface (area of texture RGBA + material opacity).
However, I am unsure where to start for:
- constrained search on a 3D region of interest
- accessing the material and pixel properties in UV mapped 3D regions of interest
- setting RGBA + material opacity voxel stack locations efficiently (like a mine-craft game world)
- handling nested translucent surfaces (like a jellyfish)
- easier consistent auto-scaling filter
I plan to use a pixel Histogram of a 3D search region of interest around the contours aligned nearest to a defined vtkRectilinearGrid coordinate. And in a differing approach from the marching cubes examples, generate an index of separate colored/translucent 3D cubes that approximate the original textured model (similar to coloring a point cloud in other libraries).
My current plans seem overly complex (only have a week of holidays), so I thought there must already be a simpler way of getting the same functionality from a mature slicer library.
The goxel project doesn’t really handle the data I wish to use for my project.
Any advice or hints would be welcome =)
Cheers,
J