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add tubes for rendering streamlines #1239
add tubes for rendering streamlines #1239
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… it's ascents fault
… filter, maybe should switch that around
…g' of https://github.com/Alpine-DAV/ascent into task/2023_12_vtkm_add_tubes_for_particle_advec_rendering
else | ||
dz = dist_z/num_seeds_z; | ||
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double epsilon = 0.1; |
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I was struggling to render seeds that are directly on the boundary, so I've been offsetting all my points my epsilon.
Note for later for picking a better epsilon:
vtkm::Float64 lx = coordBounds.X.Length();
vtkm::Float64 ly = coordBounds.Y.Length();
vtkm::Float64 lz = coordBounds.Z.Length();
vtkm::Float64 mag = vtkm::Sqrt(lx * lx + ly * ly + lz * lz);
// same as used in vtk ospray
constexpr vtkm::Float64 heuristic = 1000.;
radius = static_castvtkm::Float32(mag / heuristic);
m_tube_size = radius;
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So I understand: Is it that the box is exactly aligned a data set boundary causing numeric sadness?
If so, the user could adjust the box to not be aligned. Box params being correct is something user can control.
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…g' of https://github.com/Alpine-DAV/ascent into task/2023_12_vtkm_add_tubes_for_particle_advec_rendering
looks great, can we change the file names of the tests to be a more descriptive: for example, from:
to
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oops, I meant to delete these. But they should also pass the windows tests no problem. I'll add them . Good catch! |
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Looks good, lets get this merged!
I added two comments, if we want to follow up on those lets create a ticket to remember.
Thanks for getting this all working!
// scene.AddRender(render); | ||
// scene.AddRenderer(&tracer); | ||
// scene.Render(); | ||
// |
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Should we turn this back on?
If so, lets add a ticket to track.
// vtkh::Scene scene; | ||
// scene.AddRender(render); | ||
// scene.AddRenderer(&tracer); | ||
// scene.Render(); |
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Should we turn this back on?
Sounds good! I'll make a ticket for the warpx tests |
Apply the VTK-m Tube filter to the output of the Streamline filters to allow for rendering