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authorJuan Linietsky <reduzio@gmail.com>2017-12-08 11:58:37 -0300
committerGitHub <noreply@github.com>2017-12-08 11:58:37 -0300
commit372b79b0d324b1eeb5991eb510726420c7cbb12d (patch)
tree533b0acfc41971f8d46bdd7139a379a0f2ba39d5 /thirdparty/thekla_atlas/nvmesh/param/LeastSquaresConformalMap.cpp
parent8c78ccb027635702a2d69ebb7ad6a6ddfaf5ffa1 (diff)
parentbf05309af734431c3b3cf869a63ed477439a6739 (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.cpp483
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
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index 0000000000..cd1e8bbb7b
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+++ 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;
+}