diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-12-08 11:58:37 -0300 |
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committer | GitHub <noreply@github.com> | 2017-12-08 11:58:37 -0300 |
commit | 372b79b0d324b1eeb5991eb510726420c7cbb12d (patch) | |
tree | 533b0acfc41971f8d46bdd7139a379a0f2ba39d5 /thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp | |
parent | 8c78ccb027635702a2d69ebb7ad6a6ddfaf5ffa1 (diff) | |
parent | bf05309af734431c3b3cf869a63ed477439a6739 (diff) |
Merge pull request #14409 from hpvb/import-thekla-atlas
Import thekla_atlas
Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp | 483 |
1 files changed, 483 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp b/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp new file mode 100644 index 0000000000..cd1e8bbb7b --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp @@ -0,0 +1,483 @@ +// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com> + +#include "nvmesh.h" // pch + +#include "LeastSquaresConformalMap.h" +#include "ParameterizationQuality.h" +#include "Util.h" + +#include "nvmesh/halfedge/Mesh.h" +#include "nvmesh/halfedge/Vertex.h" +#include "nvmesh/halfedge/Face.h" + +#include "nvmath/Sparse.h" +#include "nvmath/Solver.h" +#include "nvmath/Vector.inl" + +#include "nvcore/Array.inl" + + +using namespace nv; +using namespace HalfEdge; + +namespace +{ + + // Test all pairs of vertices in the boundary and check distance. + static void findDiameterVertices(HalfEdge::Mesh * mesh, HalfEdge::Vertex ** a, HalfEdge::Vertex ** b) + { + nvDebugCheck(mesh != NULL); + nvDebugCheck(a != NULL); + nvDebugCheck(b != NULL); + + const uint vertexCount = mesh->vertexCount(); + + float maxLength = 0.0f; + + for (uint v0 = 1; v0 < vertexCount; v0++) + { + HalfEdge::Vertex * vertex0 = mesh->vertexAt(v0); + nvDebugCheck(vertex0 != NULL); + + if (!vertex0->isBoundary()) continue; + + for (uint v1 = 0; v1 < v0; v1++) + { + HalfEdge::Vertex * vertex1 = mesh->vertexAt(v1); + nvDebugCheck(vertex1 != NULL); + + if (!vertex1->isBoundary()) continue; + + float len = length(vertex0->pos - vertex1->pos); + + if (len > maxLength) + { + maxLength = len; + + *a = vertex0; + *b = vertex1; + } + } + } + + nvDebugCheck(*a != NULL && *b != NULL); + } + + // Fast sweep in 3 directions + static bool findApproximateDiameterVertices(HalfEdge::Mesh * mesh, HalfEdge::Vertex ** a, HalfEdge::Vertex ** b) + { + nvDebugCheck(mesh != NULL); + nvDebugCheck(a != NULL); + nvDebugCheck(b != NULL); + + const uint vertexCount = mesh->vertexCount(); + + HalfEdge::Vertex * minVertex[3]; + HalfEdge::Vertex * maxVertex[3]; + + minVertex[0] = minVertex[1] = minVertex[2] = NULL; + maxVertex[0] = maxVertex[1] = maxVertex[2] = NULL; + + for (uint v = 1; v < vertexCount; v++) + { + HalfEdge::Vertex * vertex = mesh->vertexAt(v); + nvDebugCheck(vertex != NULL); + + if (vertex->isBoundary()) + { + minVertex[0] = minVertex[1] = minVertex[2] = vertex; + maxVertex[0] = maxVertex[1] = maxVertex[2] = vertex; + break; + } + } + + if (minVertex[0] == NULL) + { + // Input mesh has not boundaries. + return false; + } + + for (uint v = 1; v < vertexCount; v++) + { + HalfEdge::Vertex * vertex = mesh->vertexAt(v); + nvDebugCheck(vertex != NULL); + + if (!vertex->isBoundary()) + { + // Skip interior vertices. + continue; + } + + if (vertex->pos.x < minVertex[0]->pos.x) minVertex[0] = vertex; + else if (vertex->pos.x > maxVertex[0]->pos.x) maxVertex[0] = vertex; + + if (vertex->pos.y < minVertex[1]->pos.y) minVertex[1] = vertex; + else if (vertex->pos.y > maxVertex[1]->pos.y) maxVertex[1] = vertex; + + if (vertex->pos.z < minVertex[2]->pos.z) minVertex[2] = vertex; + else if (vertex->pos.z > maxVertex[2]->pos.z) maxVertex[2] = vertex; + } + + float lengths[3]; + for (int i = 0; i < 3; i++) + { + lengths[i] = length(minVertex[i]->pos - maxVertex[i]->pos); + } + + if (lengths[0] > lengths[1] && lengths[0] > lengths[2]) + { + *a = minVertex[0]; + *b = maxVertex[0]; + } + else if (lengths[1] > lengths[2]) + { + *a = minVertex[1]; + *b = maxVertex[1]; + } + else + { + *a = minVertex[2]; + *b = maxVertex[2]; + } + + return true; + } + + // Conformal relations from Bruno Levy: + + // Computes the coordinates of the vertices of a triangle + // in a local 2D orthonormal basis of the triangle's plane. + static void project_triangle(Vector3::Arg p0, Vector3::Arg p1, Vector3::Arg p2, Vector2 * z0, Vector2 * z1, Vector2 * z2) + { + Vector3 X = normalize(p1 - p0, 0.0f); + Vector3 Z = normalize(cross(X, (p2 - p0)), 0.0f); + Vector3 Y = normalize(cross(Z, X), 0.0f); + + float x0 = 0.0f; + float y0 = 0.0f; + float x1 = length(p1 - p0); + float y1 = 0.0f; + float x2 = dot((p2 - p0), X); + float y2 = dot((p2 - p0), Y); + + *z0 = Vector2(x0, y0); + *z1 = Vector2(x1, y1); + *z2 = Vector2(x2, y2); + } + + // LSCM equation, geometric form : + // (Z1 - Z0)(U2 - U0) = (Z2 - Z0)(U1 - U0) + // Where Uk = uk + i.vk is the complex number + // corresponding to (u,v) coords + // Zk = xk + i.yk is the complex number + // corresponding to local (x,y) coords + // cool: no divide with this expression, + // makes it more numerically stable in + // the presence of degenerate triangles. + + static void setup_conformal_map_relations(SparseMatrix & A, int row, const HalfEdge::Vertex * v0, const HalfEdge::Vertex * v1, const HalfEdge::Vertex * v2) + { + int id0 = v0->id; + int id1 = v1->id; + int id2 = v2->id; + + Vector3 p0 = v0->pos; + Vector3 p1 = v1->pos; + Vector3 p2 = v2->pos; + + Vector2 z0, z1, z2; + project_triangle(p0, p1, p2, &z0, &z1, &z2); + + Vector2 z01 = z1 - z0; + Vector2 z02 = z2 - z0; + + float a = z01.x; + float b = z01.y; + float c = z02.x; + float d = z02.y; + nvCheck(b == 0.0f); + + // Note : 2*id + 0 --> u + // 2*id + 1 --> v + int u0_id = 2 * id0 + 0; + int v0_id = 2 * id0 + 1; + int u1_id = 2 * id1 + 0; + int v1_id = 2 * id1 + 1; + int u2_id = 2 * id2 + 0; + int v2_id = 2 * id2 + 1; + + // Note : b = 0 + + // Real part + A.setCoefficient(u0_id, 2 * row + 0, -a+c); + A.setCoefficient(v0_id, 2 * row + 0, b-d); + A.setCoefficient(u1_id, 2 * row + 0, -c); + A.setCoefficient(v1_id, 2 * row + 0, d); + A.setCoefficient(u2_id, 2 * row + 0, a); + + // Imaginary part + A.setCoefficient(u0_id, 2 * row + 1, -b+d); + A.setCoefficient(v0_id, 2 * row + 1, -a+c); + A.setCoefficient(u1_id, 2 * row + 1, -d); + A.setCoefficient(v1_id, 2 * row + 1, -c); + A.setCoefficient(v2_id, 2 * row + 1, a); + } + + + // Conformal relations from Brecht Van Lommel (based on ABF): + + static float vec_angle_cos(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3) + { + Vector3 d1 = v1 - v2; + Vector3 d2 = v3 - v2; + return clamp(dot(d1, d2) / (length(d1) * length(d2)), -1.0f, 1.0f); + } + + static float vec_angle(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3) + { + float dot = vec_angle_cos(v1, v2, v3); + return acosf(dot); + } + + static void triangle_angles(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3, float *a1, float *a2, float *a3) + { + *a1 = vec_angle(v3, v1, v2); + *a2 = vec_angle(v1, v2, v3); + *a3 = PI - *a2 - *a1; + } + + static void triangle_cosines(Vector3::Arg v1, Vector3::Arg v2, Vector3::Arg v3, float *a1, float *a2, float *a3) + { + *a1 = vec_angle_cos(v3, v1, v2); + *a2 = vec_angle_cos(v1, v2, v3); + *a3 = vec_angle_cos(v2, v3, v1); + } + + static void setup_abf_relations(SparseMatrix & A, int row, const HalfEdge::Vertex * v0, const HalfEdge::Vertex * v1, const HalfEdge::Vertex * v2) + { + int id0 = v0->id; + int id1 = v1->id; + int id2 = v2->id; + + Vector3 p0 = v0->pos; + Vector3 p1 = v1->pos; + Vector3 p2 = v2->pos; + +#if 1 + // @@ IC: Wouldn't it be more accurate to return cos and compute 1-cos^2? + // It does indeed seem to be a little bit more robust. + // @@ Need to revisit this more carefully! + + float a0, a1, a2; + triangle_angles(p0, p1, p2, &a0, &a1, &a2); + + float s0 = sinf(a0); + float s1 = sinf(a1); + float s2 = sinf(a2); + + /*// Hack for degenerate triangles. + if (equal(s0, 0) && equal(s1, 0) && equal(s2, 0)) { + if (equal(a0, 0)) a0 += 0.001f; + if (equal(a1, 0)) a1 += 0.001f; + if (equal(a2, 0)) a2 += 0.001f; + + if (equal(a0, PI)) a0 = PI - a1 - a2; + if (equal(a1, PI)) a1 = PI - a0 - a2; + if (equal(a2, PI)) a2 = PI - a0 - a1; + + s0 = sinf(a0); + s1 = sinf(a1); + s2 = sinf(a2); + }*/ + + if (s1 > s0 && s1 > s2) + { + swap(s1, s2); + swap(s0, s1); + + swap(a1, a2); + swap(a0, a1); + + swap(id1, id2); + swap(id0, id1); + } + else if (s0 > s1 && s0 > s2) + { + swap(s0, s2); + swap(s0, s1); + + swap(a0, a2); + swap(a0, a1); + + swap(id0, id2); + swap(id0, id1); + } + + float c0 = cosf(a0); +#else + float c0, c1, c2; + triangle_cosines(p0, p1, p2, &c0, &c1, &c2); + + float s0 = 1 - c0*c0; + float s1 = 1 - c1*c1; + float s2 = 1 - c2*c2; + + nvDebugCheck(s0 != 0 || s1 != 0 || s2 != 0); + + if (s1 > s0 && s1 > s2) + { + swap(s1, s2); + swap(s0, s1); + + swap(c1, c2); + swap(c0, c1); + + swap(id1, id2); + swap(id0, id1); + } + else if (s0 > s1 && s0 > s2) + { + swap(s0, s2); + swap(s0, s1); + + swap(c0, c2); + swap(c0, c1); + + swap(id0, id2); + swap(id0, id1); + } +#endif + + float ratio = (s2 == 0.0f) ? 1.0f: s1/s2; + float cosine = c0 * ratio; + float sine = s0 * ratio; + + // Note : 2*id + 0 --> u + // 2*id + 1 --> v + int u0_id = 2 * id0 + 0; + int v0_id = 2 * id0 + 1; + int u1_id = 2 * id1 + 0; + int v1_id = 2 * id1 + 1; + int u2_id = 2 * id2 + 0; + int v2_id = 2 * id2 + 1; + + // Real part + A.setCoefficient(u0_id, 2 * row + 0, cosine - 1.0f); + A.setCoefficient(v0_id, 2 * row + 0, -sine); + A.setCoefficient(u1_id, 2 * row + 0, -cosine); + A.setCoefficient(v1_id, 2 * row + 0, sine); + A.setCoefficient(u2_id, 2 * row + 0, 1); + + // Imaginary part + A.setCoefficient(u0_id, 2 * row + 1, sine); + A.setCoefficient(v0_id, 2 * row + 1, cosine - 1.0f); + A.setCoefficient(u1_id, 2 * row + 1, -sine); + A.setCoefficient(v1_id, 2 * row + 1, -cosine); + A.setCoefficient(v2_id, 2 * row + 1, 1); + } + +} // namespace + + +bool nv::computeLeastSquaresConformalMap(HalfEdge::Mesh * mesh) +{ + nvDebugCheck(mesh != NULL); + + // For this to work properly, mesh should not have colocals that have the same + // attributes, unless you want the vertices to actually have different texcoords. + + const uint vertexCount = mesh->vertexCount(); + const uint D = 2 * vertexCount; + const uint N = 2 * countMeshTriangles(mesh); + + // N is the number of equations (one per triangle) + // D is the number of variables (one per vertex; there are 2 pinned vertices). + if (N < D - 4) { + return false; + } + + SparseMatrix A(D, N); + FullVector b(N); + FullVector x(D); + + // Fill b: + b.fill(0.0f); + + // Fill x: + HalfEdge::Vertex * v0; + HalfEdge::Vertex * v1; + if (!findApproximateDiameterVertices(mesh, &v0, &v1)) + { + // Mesh has no boundaries. + return false; + } + if (v0->tex == v1->tex) + { + // LSCM expects an existing parameterization. + return false; + } + + for (uint v = 0; v < vertexCount; v++) + { + HalfEdge::Vertex * vertex = mesh->vertexAt(v); + nvDebugCheck(vertex != NULL); + + // Initial solution. + x[2 * v + 0] = vertex->tex.x; + x[2 * v + 1] = vertex->tex.y; + } + + // Fill A: + const uint faceCount = mesh->faceCount(); + for (uint f = 0, t = 0; f < faceCount; f++) + { + const HalfEdge::Face * face = mesh->faceAt(f); + nvDebugCheck(face != NULL); + nvDebugCheck(face->edgeCount() == 3); + + const HalfEdge::Vertex * vertex0 = NULL; + + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + nvCheck(edge != NULL); + + if (vertex0 == NULL) + { + vertex0 = edge->vertex; + } + else if (edge->next->vertex != vertex0) + { + const HalfEdge::Vertex * vertex1 = edge->from(); + const HalfEdge::Vertex * vertex2 = edge->to(); + + setup_abf_relations(A, t, vertex0, vertex1, vertex2); + //setup_conformal_map_relations(A, t, vertex0, vertex1, vertex2); + + t++; + } + } + } + + const uint lockedParameters[] = + { + 2 * v0->id + 0, + 2 * v0->id + 1, + 2 * v1->id + 0, + 2 * v1->id + 1 + }; + + // Solve + LeastSquaresSolver(A, b, x, lockedParameters, 4, 0.000001f); + + // Map x back to texcoords: + for (uint v = 0; v < vertexCount; v++) + { + HalfEdge::Vertex * vertex = mesh->vertexAt(v); + nvDebugCheck(vertex != NULL); + + vertex->tex = Vector2(x[2 * v + 0], x[2 * v + 1]); + } + + return true; +} |