diff --git a/cmath3d/TriangleMesh.cpp b/cmath3d/TriangleMesh.cpp index 28a1aeb03c8efaec37be9e1aa5115c299ddfe087..71a67f93e5318a3460369c2b82d34533c4464d36 100644 --- a/cmath3d/TriangleMesh.cpp +++ b/cmath3d/TriangleMesh.cpp @@ -775,7 +775,7 @@ int ActiveMesh::ImportVTK_Ftree(const char *filename,const int idx, std::cout << s << ": r=" << r << ", r*r=" << r*r << "\n"; //float dotsCount=10.f*r*r; - float dotsCount=200.f*r; + float dotsCount=100.f*r; int qM=(dotsCount > 1300.f)? 1300 : (int)dotsCount; for (int q=0; q < qM; ++q) @@ -1725,7 +1725,8 @@ void ActiveMesh::PhaseII(const i3d::Image3d<i3d::GRAY16>& texture, { i3d::GrayToFloat(texture,intermediate); - i3d::GaussIIR(intermediate,3.f,3.f,2.5f); + //i3d::GaussIIR(intermediate,3.f,3.f,2.5f); + i3d::GaussIIR(intermediate,2.f,2.f,2.f); #ifdef SAVE_INTERMEDIATE_IMAGES intermediate.SaveImage("4_texture_filtered.ics"); #endif diff --git a/src/main.cpp b/src/main.cpp index 18f412e733fa7e8fbccc989896404fa65371550e..401a71e95bb68ab04008a6da24d2b558308fc960 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -26,9 +26,11 @@ int main(int argc,char **argv) //I'm called as generator/simulator ParamsSetup(); + //ID53: mesh #14 looks nice + //ISBI: //for (int i=0; i < 50; ++i) - for (int i=5; i < 6; ++i) + for (int i=0; i < 25; ++i) { LoadNewMesh(i); @@ -170,10 +172,10 @@ int LoadNewMesh(int fileNo) char VTK_fTreeA[1024]; char VTK_fTreeB[1024]; - sprintf(VTK_nucleusSurf,"../sample_sequence/ID25/ID25_t%03d_nucleusSurf.vtk",fileNo*2); - sprintf(VTK_nucleus, "../sample_sequence/ID25/ID25_t%03d_nucleus.vtk",fileNo*2); - sprintf(VTK_fTreeA, "../sample_sequence/ID25/ID25_t%03d_fTree01.vtk",fileNo*2); - sprintf(VTK_fTreeB, "../sample_sequence/ID25/ID25_t%03d_fTree02.vtk",fileNo*2); + sprintf(VTK_nucleusSurf,"../sample_sequence/ID64/ID64_t%03d_nucleusSurf.vtk",fileNo*2); + sprintf(VTK_nucleus, "../sample_sequence/ID64/ID64_t%03d_nucleus.vtk",fileNo*2); + sprintf(VTK_fTreeA, "../sample_sequence/ID64/ID64_t%03d_fTree01.vtk",fileNo*2); + sprintf(VTK_fTreeB, "../sample_sequence/ID64/ID64_t%03d_fTree02.vtk",fileNo*2); //first, obtain a fresh volumetric mesh of the cell body //(before it gets overwritten in the following code) @@ -269,6 +271,7 @@ int RenderMesh(int fileNo) //create a FF by "diffusing displacement seeds/vertices" mesh.ConstructFF(FF); +/* char n[1024]; sprintf(n,"old_vx_%03d.ics",fileNo); FF.x->SaveImage(n); @@ -276,7 +279,7 @@ int RenderMesh(int fileNo) FF.y->SaveImage(n); sprintf(n,"old_vz_%03d.ics",fileNo); FF.z->SaveImage(n); -/* + //create a FF by "rendering displacement triangles" mesh.ConstructFF_T(FF); sprintf(n,"new_vx_%03d.ics",fileNo); @@ -298,12 +301,12 @@ int RenderMesh(int fileNo) mesh.RenderDots(mask,texture); // //or always one shot: -/* - i3d::Image3d<i3d::GRAY16> texture; - mesh.RenderOneTimeTexture(mask,texture); -*/ + //i3d::Image3d<i3d::GRAY16> texture; + //mesh.RenderOneTimeTexture(mask,texture); - texture.SaveImage("phantom.tif"); + char fileName[1024]; + sprintf(fileName,"phantom_t%03d.tif",fileNo); + texture.SaveImage(fileName); #ifdef DO_PHASE_II_AND_III std::cout << "rendering texture II #" << fileNo << "\n"; @@ -322,8 +325,7 @@ int RenderMesh(int fileNo) #endif std::cout << "exporting texture #" << fileNo << "\n"; - char fileName[1024]; - sprintf(fileName,"text_t%03d.tif",fileNo); + sprintf(fileName,"texture_t%03d.tif",fileNo); texture.SaveImage(fileName); std::cout << "exporting mask #" << fileNo << "\n\n";