I have a triangular mesh(polygons as cells in vtkPolyData). Each point has
different scalar value. There is a lookup table for coloring based on scalars. On using Point Color data as scalars, triangles
have graded color. But, what I want is like in the image below
I know that subdividing the triangular mesh into triangles having same
color data vertices can give result like this by using Cell data as scalars.
Now, our workflow is similar to example
and I have the desired output. Meshes we deal with have 10s of millions of
triangles and the process is quite slow.
I recenlty read about Tessellation Shaders at here
http://ogldev.atspace.co.uk/www/tutorial30/tutorial30.html , and they
mentioned about “Primitive Generator” part of Tessellation where we can just
mention the tessellation levels of each triangle by gl_TessLevelOuter and
gl_TessLevelInner. I believe, specifying gl_TessLevelOuter for every
triangle of original mesh based on Vertices Scalar values for all
triangles solves my problem with performance.
Can anybody please let me know how to do this in VTK?