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Diffstat (limited to 'thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp | 1320 |
1 files changed, 1320 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp b/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp new file mode 100644 index 0000000000..bd2140c2f3 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmesh/param/AtlasBuilder.cpp @@ -0,0 +1,1320 @@ +// This code is in the public domain -- castano@gmail.com + +#include "nvmesh.h" // pch + +#include "AtlasBuilder.h" +#include "Util.h" + +#include "nvmesh/halfedge/Mesh.h" +#include "nvmesh/halfedge/Face.h" +#include "nvmesh/halfedge/Vertex.h" + +#include "nvmath/Matrix.inl" +#include "nvmath/Vector.inl" + +//#include "nvcore/IntroSort.h" +#include "nvcore/Array.inl" + +#include <algorithm> // std::sort + +#include <float.h> // FLT_MAX +#include <limits.h> // UINT_MAX + +using namespace nv; + +namespace +{ + + // Dummy implementation of a priority queue using sort at insertion. + // - Insertion is o(n) + // - Smallest element goes at the end, so that popping it is o(1). + // - Resorting is n*log(n) + // @@ Number of elements in the queue is usually small, and we'd have to rebalance often. I'm not sure it's worth implementing a heap. + // @@ Searcing at removal would remove the need for sorting when priorities change. + struct PriorityQueue + { + PriorityQueue(uint size = UINT_MAX) : maxSize(size) {} + + void push(float priority, uint face) { + uint i = 0; + const uint count = pairs.count(); + for (; i < count; i++) { + if (pairs[i].priority > priority) break; + } + + Pair p = { priority, face }; + pairs.insertAt(i, p); + + if (pairs.count() > maxSize) { + pairs.removeAt(0); + } + } + + // push face out of order, to be sorted later. + void push(uint face) { + Pair p = { 0.0f, face }; + pairs.append(p); + } + + uint pop() { + uint f = pairs.back().face; + pairs.pop_back(); + return f; + } + + void sort() { + //nv::sort(pairs); // @@ My intro sort appears to be much slower than it should! + std::sort(pairs.buffer(), pairs.buffer() + pairs.count()); + } + + void clear() { + pairs.clear(); + } + + uint count() const { return pairs.count(); } + + float firstPriority() const { return pairs.back().priority; } + + + const uint maxSize; + + struct Pair { + bool operator <(const Pair & p) const { return priority > p.priority; } // !! Sort in inverse priority order! + float priority; + uint face; + }; + + + Array<Pair> pairs; + }; + + static bool isNormalSeam(const HalfEdge::Edge * edge) { + return (edge->vertex->nor != edge->pair->next->vertex->nor || edge->next->vertex->nor != edge->pair->vertex->nor); + } + + static bool isTextureSeam(const HalfEdge::Edge * edge) { + return (edge->vertex->tex != edge->pair->next->vertex->tex || edge->next->vertex->tex != edge->pair->vertex->tex); + } + +} // namespace + + +struct nv::ChartBuildData +{ + ChartBuildData(int id) : id(id) { + planeNormal = Vector3(0); + centroid = Vector3(0); + coneAxis = Vector3(0); + coneAngle = 0; + area = 0; + boundaryLength = 0; + normalSum = Vector3(0); + centroidSum = Vector3(0); + } + + int id; + + // Proxy info: + Vector3 planeNormal; + Vector3 centroid; + Vector3 coneAxis; + float coneAngle; + + float area; + float boundaryLength; + Vector3 normalSum; + Vector3 centroidSum; + + Array<uint> seeds; // @@ These could be a pointers to the HalfEdge faces directly. + Array<uint> faces; + PriorityQueue candidates; +}; + + + +AtlasBuilder::AtlasBuilder(const HalfEdge::Mesh * m) : mesh(m), facesLeft(m->faceCount()) +{ + const uint faceCount = m->faceCount(); + faceChartArray.resize(faceCount, -1); + faceCandidateArray.resize(faceCount, -1); + + // @@ Floyd for the whole mesh is too slow. We could compute floyd progressively per patch as the patch grows. We need a better solution to compute most central faces. + //computeShortestPaths(); + + // Precompute edge lengths and face areas. + uint edgeCount = m->edgeCount(); + edgeLengths.resize(edgeCount); + + for (uint i = 0; i < edgeCount; i++) { + uint id = m->edgeAt(i)->id; + nvDebugCheck(id / 2 == i); + + edgeLengths[i] = m->edgeAt(i)->length(); + } + + faceAreas.resize(faceCount); + for (uint i = 0; i < faceCount; i++) { + faceAreas[i] = m->faceAt(i)->area(); + } +} + +AtlasBuilder::~AtlasBuilder() +{ + const uint chartCount = chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + delete chartArray[i]; + } +} + + +void AtlasBuilder::markUnchartedFaces(const Array<uint> & unchartedFaces) +{ + const uint unchartedFaceCount = unchartedFaces.count(); + for (uint i = 0; i < unchartedFaceCount; i++){ + uint f = unchartedFaces[i]; + faceChartArray[f] = -2; + //faceCandidateArray[f] = -2; // @@ ? + + removeCandidate(f); + } + + nvDebugCheck(facesLeft >= unchartedFaceCount); + facesLeft -= unchartedFaceCount; +} + + +void AtlasBuilder::computeShortestPaths() +{ + const uint faceCount = mesh->faceCount(); + shortestPaths.resize(faceCount*faceCount, FLT_MAX); + + // Fill edges: + for (uint i = 0; i < faceCount; i++) + { + shortestPaths[i*faceCount + i] = 0.0f; + + const HalfEdge::Face * face_i = mesh->faceAt(i); + Vector3 centroid_i = face_i->centroid(); + + for (HalfEdge::Face::ConstEdgeIterator it(face_i->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + if (!edge->isBoundary()) + { + const HalfEdge::Face * face_j = edge->pair->face; + + uint j = face_j->id; + Vector3 centroid_j = face_j->centroid(); + + shortestPaths[i*faceCount + j] = shortestPaths[j*faceCount + i] = length(centroid_i - centroid_j); + } + } + } + + // Use Floyd-Warshall algorithm to compute all paths: + for (uint k = 0; k < faceCount; k++) + { + for (uint i = 0; i < faceCount; i++) + { + for (uint j = 0; j < faceCount; j++) + { + shortestPaths[i*faceCount + j] = min(shortestPaths[i*faceCount + j], shortestPaths[i*faceCount + k]+shortestPaths[k*faceCount + j]); + } + } + } +} + + +void AtlasBuilder::placeSeeds(float threshold, uint maxSeedCount) +{ + // Instead of using a predefiened number of seeds: + // - Add seeds one by one, growing chart until a certain treshold. + // - Undo charts and restart growing process. + + // @@ How can we give preference to faces far from sharp features as in the LSCM paper? + // - those points can be found using a simple flood filling algorithm. + // - how do we weight the probabilities? + + for (uint i = 0; i < maxSeedCount; i++) + { + if (facesLeft == 0) { + // No faces left, stop creating seeds. + break; + } + + createRandomChart(threshold); + } +} + + +void AtlasBuilder::createRandomChart(float threshold) +{ + ChartBuildData * chart = new ChartBuildData(chartArray.count()); + chartArray.append(chart); + + // Pick random face that is not used by any chart yet. + uint randomFaceIdx = rand.getRange(facesLeft - 1); + uint i = 0; + for (uint f = 0; f != randomFaceIdx; f++, i++) + { + while (faceChartArray[i] != -1) i++; + } + while (faceChartArray[i] != -1) i++; + + chart->seeds.append(i); + + addFaceToChart(chart, i, true); + + // Grow the chart as much as possible within the given threshold. + growChart(chart, threshold * 0.5f, facesLeft); + //growCharts(threshold - threshold * 0.75f / chartCount(), facesLeft); +} + +void AtlasBuilder::addFaceToChart(ChartBuildData * chart, uint f, bool recomputeProxy) +{ + // Add face to chart. + chart->faces.append(f); + + nvDebugCheck(faceChartArray[f] == -1); + faceChartArray[f] = chart->id; + + facesLeft--; + + // Update area and boundary length. + chart->area = evaluateChartArea(chart, f); + chart->boundaryLength = evaluateBoundaryLength(chart, f); + chart->normalSum = evaluateChartNormalSum(chart, f); + chart->centroidSum = evaluateChartCentroidSum(chart, f); + + if (recomputeProxy) { + // Update proxy and candidate's priorities. + updateProxy(chart); + } + + // Update candidates. + removeCandidate(f); + updateCandidates(chart, f); + updatePriorities(chart); +} + +// @@ Get N best candidates in one pass. +const AtlasBuilder::Candidate & AtlasBuilder::getBestCandidate() const +{ + uint best = 0; + float bestCandidateMetric = FLT_MAX; + + const uint candidateCount = candidateArray.count(); + nvCheck(candidateCount > 0); + + for (uint i = 0; i < candidateCount; i++) + { + const Candidate & candidate = candidateArray[i]; + + if (candidate.metric < bestCandidateMetric) { + bestCandidateMetric = candidate.metric; + best = i; + } + } + + return candidateArray[best]; +} + + +// Returns true if any of the charts can grow more. +bool AtlasBuilder::growCharts(float threshold, uint faceCount) +{ +#if 1 // Using one global list. + + faceCount = min(faceCount, facesLeft); + + for (uint i = 0; i < faceCount; i++) + { + const Candidate & candidate = getBestCandidate(); + + if (candidate.metric > threshold) { + return false; // Can't grow more. + } + + addFaceToChart(candidate.chart, candidate.face); + } + + return facesLeft != 0; // Can continue growing. + +#else // Using one list per chart. + bool canGrowMore = false; + + const uint chartCount = chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + if (growChart(chartArray[i], threshold, faceCount)) + { + canGrowMore = true; + } + } + + return canGrowMore; +#endif +} + +bool AtlasBuilder::growChart(ChartBuildData * chart, float threshold, uint faceCount) +{ + // Try to add faceCount faces within threshold to chart. + for (uint i = 0; i < faceCount; ) + { + if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) + { + return false; + } + + uint f = chart->candidates.pop(); + if (faceChartArray[f] == -1) + { + addFaceToChart(chart, f); + i++; + } + } + + if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) + { + return false; + } + + return true; +} + + +void AtlasBuilder::resetCharts() +{ + const uint faceCount = mesh->faceCount(); + for (uint i = 0; i < faceCount; i++) + { + faceChartArray[i] = -1; + faceCandidateArray[i] = -1; + } + + facesLeft = faceCount; + + candidateArray.clear(); + + const uint chartCount = chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + ChartBuildData * chart = chartArray[i]; + + const uint seed = chart->seeds.back(); + + chart->area = 0.0f; + chart->boundaryLength = 0.0f; + chart->normalSum = Vector3(0); + chart->centroidSum = Vector3(0); + + chart->faces.clear(); + chart->candidates.clear(); + + addFaceToChart(chart, seed); + } +} + + +void AtlasBuilder::updateCandidates(ChartBuildData * chart, uint f) +{ + const HalfEdge::Face * face = mesh->faceAt(f); + + // Traverse neighboring faces, add the ones that do not belong to any chart yet. + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current()->pair; + + if (!edge->isBoundary()) + { + uint f = edge->face->id; + + if (faceChartArray[f] == -1) + { + chart->candidates.push(f); + } + } + } +} + + +void AtlasBuilder::updateProxies() +{ + const uint chartCount = chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + updateProxy(chartArray[i]); + } +} + + +namespace { + + float absoluteSum(Vector4::Arg v) + { + return fabs(v.x) + fabs(v.y) + fabs(v.z) + fabs(v.w); + } + + //#pragma message(NV_FILE_LINE "FIXME: Using the c=cos(teta) substitution, the equation system becomes linear and we can avoid the newton solver.") + + struct ConeFitting + { + ConeFitting(const HalfEdge::Mesh * m, float g, float tf, float tx) : mesh(m), gamma(g), tolf(tf), tolx(tx), F(0), D(0), H(0) { + } + + void addTerm(Vector3 N, float A) + { + const float c = cosf(X.w); + const float s = sinf(X.w); + const float tmp = dot(X.xyz(), N) - c; + + F += tmp * tmp; + + D.x += 2 * X.x * tmp; + D.y += 2 * X.y * tmp; + D.z += 2 * X.z * tmp; + D.w += 2 * s * tmp; + + H(0,0) = 2 * X.x * N.x + 2 * tmp; + H(0,1) = 2 * X.x * N.y; + H(0,2) = 2 * X.x * N.z; + H(0,3) = 2 * X.x * s; + + H(1,0) = 2 * X.y * N.x; + H(1,1) = 2 * X.y * N.y + 2 * tmp; + H(1,2) = 2 * X.y * N.z; + H(1,3) = 2 * X.y * s; + + H(2,0) = 2 * X.z * N.x; + H(2,1) = 2 * X.z * N.y; + H(2,2) = 2 * X.z * N.z + 2 * tmp; + H(2,3) = 2 * X.z * s; + + H(3,0) = 2 * s * N.x; + H(3,1) = 2 * s * N.y; + H(3,2) = 2 * s * N.z; + H(3,3) = 2 * s * s + 2 * c * tmp; + } + + Vector4 solve(ChartBuildData * chart, Vector4 start) + { + const uint faceCount = chart->faces.count(); + + X = start; + + Vector4 dX; + + do { + for (uint i = 0; i < faceCount; i++) + { + const HalfEdge::Face * face = mesh->faceAt(chart->faces[i]); + + addTerm(face->normal(), face->area()); + } + + Vector4 dX; + //solveKramer(H, D, &dX); + solveLU(H, D, &dX); + + // @@ Do a full newton step and reduce by half if F doesn't decrease. + X -= gamma * dX; + + // Constrain normal to be normalized. + X = Vector4(normalize(X.xyz()), X.w); + + } while(absoluteSum(D) > tolf || absoluteSum(dX) > tolx); + + return X; + } + + HalfEdge::Mesh const * const mesh; + const float gamma; + const float tolf; + const float tolx; + + Vector4 X; + + float F; + Vector4 D; + Matrix H; + }; + + // Unnormalized face normal assuming it's a triangle. + static Vector3 triangleNormal(const HalfEdge::Face * face) + { + Vector3 p0 = face->edge->vertex->pos; + Vector3 p1 = face->edge->next->vertex->pos; + Vector3 p2 = face->edge->next->next->vertex->pos; + + Vector3 e0 = p2 - p0; + Vector3 e1 = p1 - p0; + + return normalizeSafe(cross(e0, e1), Vector3(0), 0.0f); + } + + static Vector3 triangleNormalAreaScaled(const HalfEdge::Face * face) + { + Vector3 p0 = face->edge->vertex->pos; + Vector3 p1 = face->edge->next->vertex->pos; + Vector3 p2 = face->edge->next->next->vertex->pos; + + Vector3 e0 = p2 - p0; + Vector3 e1 = p1 - p0; + + return cross(e0, e1); + } + + // Average of the edge midpoints weighted by the edge length. + // I want a point inside the triangle, but closer to the cirumcenter. + static Vector3 triangleCenter(const HalfEdge::Face * face) + { + Vector3 p0 = face->edge->vertex->pos; + Vector3 p1 = face->edge->next->vertex->pos; + Vector3 p2 = face->edge->next->next->vertex->pos; + + float l0 = length(p1 - p0); + float l1 = length(p2 - p1); + float l2 = length(p0 - p2); + + Vector3 m0 = (p0 + p1) * l0 / (l0 + l1 + l2); + Vector3 m1 = (p1 + p2) * l1 / (l0 + l1 + l2); + Vector3 m2 = (p2 + p0) * l2 / (l0 + l1 + l2); + + return m0 + m1 + m2; + } + +} // namespace + +void AtlasBuilder::updateProxy(ChartBuildData * chart) +{ + //#pragma message(NV_FILE_LINE "TODO: Use best fit plane instead of average normal.") + + chart->planeNormal = normalizeSafe(chart->normalSum, Vector3(0), 0.0f); + chart->centroid = chart->centroidSum / float(chart->faces.count()); + + //#pragma message(NV_FILE_LINE "TODO: Experiment with conic fitting.") + + // F = (Nc*Nt - cos Oc)^2 = (x*Nt_x + y*Nt_y + z*Nt_z - cos w)^2 + // dF/dx = 2 * x * (x*Nt_x + y*Nt_y + z*Nt_z - cos w) + // dF/dy = 2 * y * (x*Nt_x + y*Nt_y + z*Nt_z - cos w) + // dF/dz = 2 * z * (x*Nt_x + y*Nt_y + z*Nt_z - cos w) + // dF/dw = 2 * sin w * (x*Nt_x + y*Nt_y + z*Nt_z - cos w) + + // JacobianMatrix({ + // 2 * x * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)), + // 2 * y * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)), + // 2 * z * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w)), + // 2 * Sin(w) * (x*Nt_x + y*Nt_y + z*Nt_z - Cos(w))}, {x,y,z,w}) + + // H[0,0] = 2 * x * Nt_x + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w)); + // H[0,1] = 2 * x * Nt_y; + // H[0,2] = 2 * x * Nt_z; + // H[0,3] = 2 * x * sin(w); + + // H[1,0] = 2 * y * Nt_x; + // H[1,1] = 2 * y * Nt_y + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w)); + // H[1,2] = 2 * y * Nt_z; + // H[1,3] = 2 * y * sin(w); + + // H[2,0] = 2 * z * Nt_x; + // H[2,1] = 2 * z * Nt_y; + // H[2,2] = 2 * z * Nt_z + 2 * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w)); + // H[2,3] = 2 * z * sin(w); + + // H[3,0] = 2 * sin(w) * Nt_x; + // H[3,1] = 2 * sin(w) * Nt_y; + // H[3,2] = 2 * sin(w) * Nt_z; + // H[3,3] = 2 * sin(w) * sin(w) + 2 * cos(w) * (x*Nt_x + y*Nt_y + z*Nt_z - cos(w)); + + // @@ Cone fitting might be quite slow. + + /*ConeFitting coneFitting(mesh, 0.1f, 0.001f, 0.001f); + + Vector4 start = Vector4(chart->coneAxis, chart->coneAngle); + Vector4 solution = coneFitting.solve(chart, start); + + chart->coneAxis = solution.xyz(); + chart->coneAngle = solution.w;*/ +} + + + +bool AtlasBuilder::relocateSeeds() +{ + bool anySeedChanged = false; + + const uint chartCount = chartArray.count(); + for (uint i = 0; i < chartCount; i++) + { + if (relocateSeed(chartArray[i])) + { + anySeedChanged = true; + } + } + + return anySeedChanged; +} + + +bool AtlasBuilder::relocateSeed(ChartBuildData * chart) +{ + Vector3 centroid = computeChartCentroid(chart); + + const uint N = 10; // @@ Hardcoded to 10? + PriorityQueue bestTriangles(N); + + // Find the first N triangles that fit the proxy best. + const uint faceCount = chart->faces.count(); + for (uint i = 0; i < faceCount; i++) + { + float priority = evaluateProxyFitMetric(chart, chart->faces[i]); + bestTriangles.push(priority, chart->faces[i]); + } + + // Of those, choose the most central triangle. + uint mostCentral; + float maxDistance = -1; + + const uint bestCount = bestTriangles.count(); + for (uint i = 0; i < bestCount; i++) + { + const HalfEdge::Face * face = mesh->faceAt(bestTriangles.pairs[i].face); + Vector3 faceCentroid = triangleCenter(face); + + float distance = length(centroid - faceCentroid); + + /*#pragma message(NV_FILE_LINE "TODO: Implement evaluateDistanceToBoundary.") + float distance = evaluateDistanceToBoundary(chart, bestTriangles.pairs[i].face);*/ + + if (distance > maxDistance) + { + maxDistance = distance; + mostCentral = bestTriangles.pairs[i].face; + } + } + nvDebugCheck(maxDistance >= 0); + + // In order to prevent k-means cyles we record all the previously chosen seeds. + uint index; + if (chart->seeds.find(mostCentral, &index)) + { + // Move new seed to the end of the seed array. + uint last = chart->seeds.count() - 1; + swap(chart->seeds[index], chart->seeds[last]); + return false; + } + else + { + // Append new seed. + chart->seeds.append(mostCentral); + return true; + } +} + +void AtlasBuilder::removeCandidate(uint f) +{ + int c = faceCandidateArray[f]; + if (c != -1) { + faceCandidateArray[f] = -1; + + if (c == candidateArray.count() - 1) { + candidateArray.popBack(); + } + else { + candidateArray.replaceWithLast(c); + faceCandidateArray[candidateArray[c].face] = c; + } + } +} + +void AtlasBuilder::updateCandidate(ChartBuildData * chart, uint f, float metric) +{ + if (faceCandidateArray[f] == -1) { + const uint index = candidateArray.count(); + faceCandidateArray[f] = index; + candidateArray.resize(index + 1); + candidateArray[index].face = f; + candidateArray[index].chart = chart; + candidateArray[index].metric = metric; + } + else { + int c = faceCandidateArray[f]; + nvDebugCheck(c != -1); + + Candidate & candidate = candidateArray[c]; + nvDebugCheck(candidate.face == f); + + if (metric < candidate.metric || chart == candidate.chart) { + candidate.metric = metric; + candidate.chart = chart; + } + } + +} + + +void AtlasBuilder::updatePriorities(ChartBuildData * chart) +{ + // Re-evaluate candidate priorities. + uint candidateCount = chart->candidates.count(); + for (uint i = 0; i < candidateCount; i++) + { + chart->candidates.pairs[i].priority = evaluatePriority(chart, chart->candidates.pairs[i].face); + + if (faceChartArray[chart->candidates.pairs[i].face] == -1) + { + updateCandidate(chart, chart->candidates.pairs[i].face, chart->candidates.pairs[i].priority); + } + } + + // Sort candidates. + chart->candidates.sort(); +} + + +// Evaluate combined metric. +float AtlasBuilder::evaluatePriority(ChartBuildData * chart, uint face) +{ + // Estimate boundary length and area: + float newBoundaryLength = evaluateBoundaryLength(chart, face); + float newChartArea = evaluateChartArea(chart, face); + + float F = evaluateProxyFitMetric(chart, face); + float C = evaluateRoundnessMetric(chart, face, newBoundaryLength, newChartArea); + float P = evaluateStraightnessMetric(chart, face); + + // Penalize faces that cross seams, reward faces that close seams or reach boundaries. + float N = evaluateNormalSeamMetric(chart, face); + float T = evaluateTextureSeamMetric(chart, face); + + //float R = evaluateCompletenessMetric(chart, face); + + //float D = evaluateDihedralAngleMetric(chart, face); + // @@ Add a metric based on local dihedral angle. + + // @@ Tweaking the normal and texture seam metrics. + // - Cause more impedance. Never cross 90 degree edges. + // - + + float cost = float( + settings.proxyFitMetricWeight * F + + settings.roundnessMetricWeight * C + + settings.straightnessMetricWeight * P + + settings.normalSeamMetricWeight * N + + settings.textureSeamMetricWeight * T); + + /*cost = settings.proxyFitMetricWeight * powf(F, settings.proxyFitMetricExponent); + cost = max(cost, settings.roundnessMetricWeight * powf(C, settings.roundnessMetricExponent)); + cost = max(cost, settings.straightnessMetricWeight * pow(P, settings.straightnessMetricExponent)); + cost = max(cost, settings.normalSeamMetricWeight * N); + cost = max(cost, settings.textureSeamMetricWeight * T);*/ + + // Enforce limits strictly: + if (newChartArea > settings.maxChartArea) cost = FLT_MAX; + if (newBoundaryLength > settings.maxBoundaryLength) cost = FLT_MAX; + + // Make sure normal seams are fully respected: + if (settings.normalSeamMetricWeight >= 1000 && N != 0) cost = FLT_MAX; + + nvCheck(isFinite(cost)); + return cost; +} + + +// Returns a value in [0-1]. +float AtlasBuilder::evaluateProxyFitMetric(ChartBuildData * chart, uint f) +{ + const HalfEdge::Face * face = mesh->faceAt(f); + Vector3 faceNormal = triangleNormal(face); + //return square(dot(chart->coneAxis, faceNormal) - cosf(chart->coneAngle)); + + // Use plane fitting metric for now: + //return square(1 - dot(faceNormal, chart->planeNormal)); // @@ normal deviations should be weighted by face area + return 1 - dot(faceNormal, chart->planeNormal); // @@ normal deviations should be weighted by face area + + // Find distance to chart. + /*Vector3 faceCentroid = face->centroid(); + + float dist = 0; + int count = 0; + + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + if (!edge->isBoundary()) { + const HalfEdge::Face * neighborFace = edge->pair()->face(); + if (faceChartArray[neighborFace->id()] == chart->id) { + dist += length(neighborFace->centroid() - faceCentroid); + count++; + } + } + } + + dist /= (count * count); + + return (1 - dot(faceNormal, chart->planeNormal)) * dist;*/ + + //return (1 - dot(faceNormal, chart->planeNormal)); +} + +float AtlasBuilder::evaluateDistanceToBoundary(ChartBuildData * chart, uint face) +{ +//#pragma message(NV_FILE_LINE "TODO: Evaluate distance to boundary metric.") + + // @@ This is needed for the seed relocation code. + // @@ This could provide a better roundness metric. + + return 0.0f; +} + +float AtlasBuilder::evaluateDistanceToSeed(ChartBuildData * chart, uint f) +{ + //const uint seed = chart->seeds.back(); + //const uint faceCount = mesh->faceCount(); + //return shortestPaths[seed * faceCount + f]; + + const HalfEdge::Face * seed = mesh->faceAt(chart->seeds.back()); + const HalfEdge::Face * face = mesh->faceAt(f); + return length(triangleCenter(seed) - triangleCenter(face)); +} + + +float AtlasBuilder::evaluateRoundnessMetric(ChartBuildData * chart, uint face, float newBoundaryLength, float newChartArea) +{ + // @@ D-charts use distance to seed. + // C(c,t) = pi * D(S_c,t)^2 / A_c + //return PI * square(evaluateDistanceToSeed(chart, face)) / chart->area; + //return PI * square(evaluateDistanceToSeed(chart, face)) / chart->area; + //return 2 * PI * evaluateDistanceToSeed(chart, face) / chart->boundaryLength; + + // Garland's Hierarchical Face Clustering paper uses ratio between boundary and area, which is easier to compute and might work as well: + // roundness = D^2/4*pi*A -> circle = 1, non circle greater than 1 + + //return square(newBoundaryLength) / (newChartArea * 4 * PI); + float roundness = square(chart->boundaryLength) / chart->area; + float newRoundness = square(newBoundaryLength) / newChartArea; + if (newRoundness > roundness) { + return square(newBoundaryLength) / (newChartArea * 4 * PI); + } + else { + // Offer no impedance to faces that improve roundness. + return 0; + } + + //return square(newBoundaryLength) / (4 * PI * newChartArea); + //return clamp(1 - (4 * PI * newChartArea) / square(newBoundaryLength), 0.0f, 1.0f); + + // Use the ratio between the new roundness vs. the previous roundness. + // - If we use the absolute metric, when the initial face is very long, then it's hard to make any progress. + //return (square(newBoundaryLength) * chart->area) / (square(chart->boundaryLength) * newChartArea); + //return (4 * PI * newChartArea) / square(newBoundaryLength) - (4 * PI * chart->area) / square(chart->boundaryLength); + + //if (square(newBoundaryLength) * chart->area) / (square(chart->boundaryLength) * newChartArea); + +} + +float AtlasBuilder::evaluateStraightnessMetric(ChartBuildData * chart, uint f) +{ + float l_out = 0.0f; + float l_in = 0.0f; + + const HalfEdge::Face * face = mesh->faceAt(f); + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + //float l = edge->length(); + float l = edgeLengths[edge->id/2]; + + if (edge->isBoundary()) + { + l_out += l; + } + else + { + uint neighborFaceId = edge->pair->face->id; + if (faceChartArray[neighborFaceId] != chart->id) { + l_out += l; + } + else { + l_in += l; + } + } + } + nvDebugCheck(l_in != 0.0f); // Candidate face must be adjacent to chart. @@ This is not true if the input mesh has zero-length edges. + + //return l_out / l_in; + float ratio = (l_out - l_in) / (l_out + l_in); + //if (ratio < 0) ratio *= 10; // Encourage closing gaps. + return min(ratio, 0.0f); // Only use the straightness metric to close gaps. + //return ratio; +} + + +float AtlasBuilder::evaluateNormalSeamMetric(ChartBuildData * chart, uint f) +{ + float seamFactor = 0.0f; + float totalLength = 0.0f; + + const HalfEdge::Face * face = mesh->faceAt(f); + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + if (edge->isBoundary()) { + continue; + } + + const uint neighborFaceId = edge->pair->face->id; + if (faceChartArray[neighborFaceId] != chart->id) { + continue; + } + + //float l = edge->length(); + float l = edgeLengths[edge->id/2]; + + totalLength += l; + + if (!edge->isSeam()) { + continue; + } + + // Make sure it's a normal seam. + if (isNormalSeam(edge)) + { + float d0 = clamp(dot(edge->vertex->nor, edge->pair->next->vertex->nor), 0.0f, 1.0f); + float d1 = clamp(dot(edge->next->vertex->nor, edge->pair->vertex->nor), 0.0f, 1.0f); + //float a0 = clamp(acosf(d0) / (PI/2), 0.0f, 1.0f); + //float a1 = clamp(acosf(d1) / (PI/2), 0.0f, 1.0f); + //l *= (a0 + a1) * 0.5f; + + l *= 1 - (d0 + d1) * 0.5f; + + seamFactor += l; + } + } + + if (seamFactor == 0) return 0.0f; + return seamFactor / totalLength; +} + + +float AtlasBuilder::evaluateTextureSeamMetric(ChartBuildData * chart, uint f) +{ + float seamLength = 0.0f; + //float newSeamLength = 0.0f; + //float oldSeamLength = 0.0f; + float totalLength = 0.0f; + + const HalfEdge::Face * face = mesh->faceAt(f); + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + /*float l = edge->length(); + totalLength += l; + + if (edge->isBoundary() || !edge->isSeam()) { + continue; + } + + // Make sure it's a texture seam. + if (isTextureSeam(edge)) + { + uint neighborFaceId = edge->pair()->face()->id(); + if (faceChartArray[neighborFaceId] != chart->id) { + newSeamLength += l; + } + else { + oldSeamLength += l; + } + }*/ + + if (edge->isBoundary()) { + continue; + } + + const uint neighborFaceId = edge->pair->face->id; + if (faceChartArray[neighborFaceId] != chart->id) { + continue; + } + + //float l = edge->length(); + float l = edgeLengths[edge->id/2]; + totalLength += l; + + if (!edge->isSeam()) { + continue; + } + + // Make sure it's a texture seam. + if (isTextureSeam(edge)) + { + seamLength += l; + } + } + + if (seamLength == 0.0f) { + return 0.0f; // Avoid division by zero. + } + + return seamLength / totalLength; +} + + +float AtlasBuilder::evaluateSeamMetric(ChartBuildData * chart, uint f) +{ + float newSeamLength = 0.0f; + float oldSeamLength = 0.0f; + float totalLength = 0.0f; + + const HalfEdge::Face * face = mesh->faceAt(f); + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + //float l = edge->length(); + float l = edgeLengths[edge->id/2]; + + if (edge->isBoundary()) + { + newSeamLength += l; + } + else + { + if (edge->isSeam()) + { + uint neighborFaceId = edge->pair->face->id; + if (faceChartArray[neighborFaceId] != chart->id) { + newSeamLength += l; + } + else { + oldSeamLength += l; + } + } + } + + totalLength += l; + } + + return (newSeamLength - oldSeamLength) / totalLength; +} + + +float AtlasBuilder::evaluateChartArea(ChartBuildData * chart, uint f) +{ + const HalfEdge::Face * face = mesh->faceAt(f); + //return chart->area + face->area(); + return chart->area + faceAreas[face->id]; +} + + +float AtlasBuilder::evaluateBoundaryLength(ChartBuildData * chart, uint f) +{ + float boundaryLength = chart->boundaryLength; + + // Add new edges, subtract edges shared with the chart. + const HalfEdge::Face * face = mesh->faceAt(f); + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + //float edgeLength = edge->length(); + float edgeLength = edgeLengths[edge->id/2]; + + if (edge->isBoundary()) + { + boundaryLength += edgeLength; + } + else + { + uint neighborFaceId = edge->pair->face->id; + if (faceChartArray[neighborFaceId] != chart->id) { + boundaryLength += edgeLength; + } + else { + boundaryLength -= edgeLength; + } + } + } + //nvDebugCheck(boundaryLength >= 0); + + return max(0.0f, boundaryLength); // @@ Hack! +} + +Vector3 AtlasBuilder::evaluateChartNormalSum(ChartBuildData * chart, uint f) +{ + const HalfEdge::Face * face = mesh->faceAt(f); + return chart->normalSum + triangleNormalAreaScaled(face); +} + +Vector3 AtlasBuilder::evaluateChartCentroidSum(ChartBuildData * chart, uint f) +{ + const HalfEdge::Face * face = mesh->faceAt(f); + return chart->centroidSum + face->centroid(); +} + + +Vector3 AtlasBuilder::computeChartCentroid(const ChartBuildData * chart) +{ + Vector3 centroid(0); + + const uint faceCount = chart->faces.count(); + for (uint i = 0; i < faceCount; i++) + { + const HalfEdge::Face * face = mesh->faceAt(chart->faces[i]); + centroid += triangleCenter(face); + } + + return centroid / float(faceCount); +} + + +void AtlasBuilder::fillHoles(float threshold) +{ + while (facesLeft > 0) + { + createRandomChart(threshold); + } +} + + +void AtlasBuilder::mergeChart(ChartBuildData * owner, ChartBuildData * chart, float sharedBoundaryLength) +{ + const uint faceCount = chart->faces.count(); + for (uint i = 0; i < faceCount; i++) + { + uint f = chart->faces[i]; + + nvDebugCheck(faceChartArray[f] == chart->id); + faceChartArray[f] = owner->id; + + owner->faces.append(f); + } + + // Update adjacencies? + + owner->area += chart->area; + owner->boundaryLength += chart->boundaryLength - sharedBoundaryLength; + + owner->normalSum += chart->normalSum; + owner->centroidSum += chart->centroidSum; + + updateProxy(owner); +} + +void AtlasBuilder::mergeCharts() +{ + Array<float> sharedBoundaryLengths; + + const uint chartCount = chartArray.count(); + for (int c = chartCount-1; c >= 0; c--) + { + sharedBoundaryLengths.clear(); + sharedBoundaryLengths.resize(chartCount, 0.0f); + + ChartBuildData * chart = chartArray[c]; + + float externalBoundary = 0.0f; + + const uint faceCount = chart->faces.count(); + for (uint i = 0; i < faceCount; i++) + { + uint f = chart->faces[i]; + const HalfEdge::Face * face = mesh->faceAt(f); + + for (HalfEdge::Face::ConstEdgeIterator it(face->edges()); !it.isDone(); it.advance()) + { + const HalfEdge::Edge * edge = it.current(); + + //float l = edge->length(); + float l = edgeLengths[edge->id/2]; + + if (edge->isBoundary()) { + externalBoundary += l; + } + else { + uint neighborFace = edge->pair->face->id; + uint neighborChart = faceChartArray[neighborFace]; + + if (neighborChart != c) { + if ((edge->isSeam() && (isNormalSeam(edge) || isTextureSeam(edge))) || neighborChart == -2) { + externalBoundary += l; + } + else { + sharedBoundaryLengths[neighborChart] += l; + } + } + } + } + } + + for (int cc = chartCount-1; cc >= 0; cc--) + { + if (cc == c) + continue; + + ChartBuildData * chart2 = chartArray[cc]; + if (chart2 == NULL) + continue; + + if (sharedBoundaryLengths[cc] > 0.8 * max(0.0f, chart->boundaryLength - externalBoundary)) { + + // Try to avoid degenerate configurations. + if (chart2->boundaryLength > sharedBoundaryLengths[cc]) + { + if (dot(chart2->planeNormal, chart->planeNormal) > -0.25) { + mergeChart(chart2, chart, sharedBoundaryLengths[cc]); + delete chart; + chartArray[c] = NULL; + break; + } + } + } + + if (sharedBoundaryLengths[cc] > 0.20 * max(0.0f, chart->boundaryLength - externalBoundary)) { + + // Compare proxies. + if (dot(chart2->planeNormal, chart->planeNormal) > 0) { + mergeChart(chart2, chart, sharedBoundaryLengths[cc]); + delete chart; + chartArray[c] = NULL; + break; + } + } + } + } + + // Remove deleted charts. + for (int c = 0; c < I32(chartArray.count()); /*do not increment if removed*/) + { + if (chartArray[c] == NULL) { + chartArray.removeAt(c); + + // Update faceChartArray. + const uint faceCount = faceChartArray.count(); + for (uint i = 0; i < faceCount; i++) { + nvDebugCheck (faceChartArray[i] != -1); + nvDebugCheck (faceChartArray[i] != c); + nvDebugCheck (faceChartArray[i] <= I32(chartArray.count())); + + if (faceChartArray[i] > c) { + faceChartArray[i]--; + } + } + } + else { + chartArray[c]->id = c; + c++; + } + } +} + + + +const Array<uint> & AtlasBuilder::chartFaces(uint i) const +{ + return chartArray[i]->faces; +} |