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How to make fTetWild respect the input triangles? #48
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Hi, Unfortunately, fTetWild does not support input faces/vertices conforming. fTetWild is originally designed for bad input meshes whose connectivity is imperfect and thus is not worth being preserved exactly. |
But when I comment the "optimize" section out, it does something very
similar, right? At least it seems to use the boundary points. Is that
guaranteed?
…On Thu, Aug 25, 2022, 12:41 AM Yixin Hu ***@***.***> wrote:
Hi,
Unfortunately, fTetWild does not support input faces/vertices conforming.
fTetWild is originally designed for bad input meshes whose connectivity is
imperfect and thus is not worth being preserved exactly.
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The vertices could move even without the optimization step for fTetWild. If you use TetWIld (https://github.com/Yixin-Hu/TetWild), then the input vertices and faces (geometry not topology) would be preserved exactly in a tetmesh with rational coordinates before the optimization step. But once the rational mesh is converted into floats, the mesh could have inverted tets. Note that the mesh without optimization is just an intermediate result which unfortunately is useless in many cases. |
I see. Ok, so let's assume the user:
and just needs to find a mapping from input vertices to output vertices, then what exactly should they use according to your recommendation? tetwild or ftetwild without optimization, or a function within tetwild? |
I would recommend to use TetWild: You can use the mesh generated before this line (https://github.com/Yixin-Hu/TetWild/blob/master/src/tetwild/MeshRefinement.cpp#L237). The input N vertices are the first N vertices in the mesh (It should be, but please double-check it. We remove duplicated vertices if two vertices are too close to each other. ). Note that this mesh is embedded in a box. The embedded surface can be tracked via this variable |
Hi! I don't understand... :) I know that fTetWild is not able to keep the external triangle distribution, but with TetWild I have also achieved it, and I need it to be able to assign again to the .vtk model (that I generate with the .msh) the texture coordinates (UV) that the original .obj had, and I can only do that if the surface vertices are the same. |
Hello,
this is probably just a question, not an issue, but it bugs me. I hope it can be resolved relatively easily: fTetWild generates a nice tetrahedral mesh of the volume enclosed by the watertight input surface mesh. However, the input vertices do in general not appear among the output vertices - and therefore the input triangles do not even have a chance to appear as faces of output tetrahedra. However, this effect would be very desirable.
How can one force the output tets to conform to the input points and triangles?
Thanks for help.
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