I have several contours, and I want to reconstruct a surface. The vtkVoxelContourToSurface don’t work, because it requires that each contour has a constant Z. However, I want to reconstruct a bending cylinder, in which the contours are not parallel. Is there any other method?
You could use generic surface reconstruction filters for this, if your planes are very close to each other. If this is not the case then you can apply a warping transform (e.g., build a grid transform from the slice plane corners) to all your planes to make them parallel, reconstruct a surface using any of the methods that require planes to be parallel, and apply inverse of the warping transform to the resulting mesh to bring it back to the original space.