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

http://vtk.1045678.n5.nabble.com/file/t341373/test.png .

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

https://vtk.org/gitweb?p=VTK.git;a=blob;f=Examples/VisualizationAlgorithms/Cxx/FilledContours.cxx

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 â€śPrimitive Generatorâ€ť 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?