Hi Sascha,

yes, I think I can make such an implementation. I'm working on it right 
now and I will make a pull request in the near future.

All best,
   Rostislav.

On 06/08/2014 17:04, Sascha Zelzer wrote:
> Hi Rostislav,
>
> your numbers look very promising. We are using CGAL internally for 
> some projects and could move the build-system related stuff to MITK to 
> able to build CGAL with the MITK superbuild.
>
> I would be interested in a general interface for surface cutting 
> algorithms, so that we could use different implementations within the 
> mapper, based on their availability. Is that something you could come 
> up with, based on your previous experience? We could then modify the 
> mapper to get the highest ranked implementation and test various 
> approaches.
>
> Thanks,
>
> Sascha
>
> On 07/19/2014 05:10 PM, Rostislav Khlebnikov wrote:
>> Just as a followup - with my relatively small reslice window geometry
>> (50x50mm for full abdominal scan) - the triangle query takes 0.38ms
>> which is 20(!) times faster than vtkCutter. And additionally it doesnt
>> output almost any line segments that wouldn't be rendered anyway (almost
>> being because I make one triangle that covers the quadrangular
>> Geometry2D to avoid two queries).
>>
>> Rostislav.
>>
>>
>> On 19/07/2014 15:57, Rostislav Khlebnikov wrote:
>>> Hi guys,
>>>
>>> I noticed that with many polygonal surfaces in the scene, the rendering
>>> process might become quite slow. I believe (haven't really tested it
>>> thoroughly yet) that one of the most time consuming operations is
>>> cutting the surface with 2D renderer window geometries to obtain the
>>> contour for display. I made up a test where I compared vtkCutter with
>>> CGAL's AABB_tree-based implementation. For model with ca 50000 faces,
>>> the it takes 1.7ms to slice for CGAL and 7.8ms for vtk, so basically 
>>> 4.5
>>> times faster. Even more importantly, if I use the renderer's geometry
>>> quad (as opposed to infinite plane) the intersection time is almost nil
>>> when the surface doesn't intersect the geometry. Tree building itself
>>> took 220ms but obviously it's one-time operation.
>>>
>>> I might implement the CGAL-based 2D surface mapper. Obviously it will
>>> probably more than double the storage required for surfaces, but I 
>>> would
>>> make this trade. I was wondering if any other users or developers of
>>> MITK would be interested in this or have any thoughts on this?
>>>
>>> Rostislav.
>>>
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