cleaned up a bit the interface and formatting of the code of the voronoiclustering alg

This commit is contained in:
Paolo Cignoni 2013-07-05 14:46:48 +00:00
parent 1c4e43955b
commit 42da29417b
1 changed files with 171 additions and 172 deletions

View File

@ -8,7 +8,7 @@
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
@ -21,11 +21,9 @@
* *
****************************************************************************/
#ifndef VORONOI_PROCESSING_H
#define VORONOI_PROCESSING_H
//#include <vcg/simplex/face/topology.h>
#include <vcg/complex/algorithms/geodesic.h>
#include <vcg/complex/algorithms/update/color.h>
namespace vcg
@ -35,41 +33,38 @@ namespace tri
template <class MeshType>
class ClusteringSampler
{
public:
typedef typename MeshType::VertexType VertexType;
ClusteringSampler()
{
sampleVec=0;
}
ClusteringSampler(std::vector<VertexType *> *_vec)
{
sampleVec = _vec;
}
std::vector<VertexType *> *sampleVec;
void AddVert(const VertexType &p)
{
sampleVec->push_back((VertexType *)(&p));
}
}; // end class ClusteringSampler
{
public:
typedef typename MeshType::VertexType VertexType;
ClusteringSampler(std::vector<VertexType *> &_vec): sampleVec(_vec)
{
sampleVec = _vec;
}
std::vector<VertexType *> &sampleVec;
void AddVert(const VertexType &p)
{
sampleVec.push_back((VertexType *)(&p));
}
}; // end class ClusteringSampler
template <class MeshType >
class VoronoiProcessing
{
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FaceContainer FaceContainer;
public:
public:
// Given a vector of point3f it finds the closest vertices on the mesh.
@ -118,18 +113,18 @@ static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, boo
tri::Geodesic<MeshType> g;
VertexPointer farthest;
if(frontierFlag)
{
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec);
tri::Geodesic<MeshType>::Compute(m,borderVec);
}
if(frontierFlag)
{
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec);
tri::Geodesic<MeshType>::Compute(m,borderVec);
}
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
}
// It associates the faces with a given vertex according to the vertex associations
@ -242,153 +237,157 @@ static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
std::vector< std::pair<float,VertexPointer> > &regionArea,
std::vector<VertexPointer> &borderVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if( sources[(*fi).V(0)] != sources[(*fi).V(1)] ||
sources[(*fi).V(0)] != sources[(*fi).V(2)] )
{
for(int i=0;i<3;++i)
{
(*fi).V(i)->SetV();
(*fi).V(i)->C() = Color4b::Black;
}
}
else // the face belongs to a single region; accumulate area;
{
if(sources[(*fi).V(0)] != 0)
{
int seedIndex = sources[(*fi).V(0)] - &*m.vert.begin();
regionArea[seedIndex].first+=DoubleArea(*fi);
regionArea[seedIndex].second=sources[(*fi).V(0)];
}
}
}
// Collect the frontier vertexes
borderVec.clear();
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
if((*vi).IsV()) borderVec.push_back(&*vi);
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if( sources[(*fi).V(0)] != sources[(*fi).V(1)] ||
sources[(*fi).V(0)] != sources[(*fi).V(2)] )
{
for(int i=0;i<3;++i)
{
(*fi).V(i)->SetV();
(*fi).V(i)->C() = Color4b::Black;
}
}
else // the face belongs to a single region; accumulate area;
{
if(sources[(*fi).V(0)] != 0)
{
int seedIndex = sources[(*fi).V(0)] - &*m.vert.begin();
regionArea[seedIndex].first+=DoubleArea(*fi);
regionArea[seedIndex].second=sources[(*fi).V(0)];
}
}
}
// Collect the frontier vertexes
borderVec.clear();
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
if((*vi).IsV()) borderVec.push_back(&*vi);
}
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, int /*percentileClamping*/, vcg::CallBackPos *cb=0)
{
for(int iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
tri::Geodesic<MeshType>::Compute(m,seedVec,std::numeric_limits<ScalarType>::max(),0,&sources);
{
tri::RequireVFAdjacency(m);
// Delete all the (hopefully) small regions that have not been reached by the seeds;
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(int i=0;i<m.vert.size();++i)
if(sources[i]==0) m.vert[i].SetV();
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
{
face::VFDetach(*fi);
tri::Allocator<MeshType>::DeleteFace(m,*fi);
}
qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
tri::Allocator<MeshType>::CompactFaceVector(m);
tri::Allocator<MeshType>::CompactVertexVector(m);
for(int iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
tri::Geodesic<MeshType>::Compute(m,seedVec,std::numeric_limits<ScalarType>::max(),0,&sources);
GetAreaAndFrontier(m, sources, regionArea, borderVec);
// Smaller area region are discarded
Distribution<float> H;
// Delete all the (hopefully) small regions that have not been reached by the seeds;
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(int i=0;i<m.vert.size();++i)
if(sources[i]==0) m.vert[i].SetV();
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
{
face::VFDetach(*fi);
tri::Allocator<MeshType>::DeleteFace(m,*fi);
}
// qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
tri::Allocator<MeshType>::CompactFaceVector(m);
tri::Allocator<MeshType>::CompactVertexVector(m);
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec);
// Smaller area region are discarded
Distribution<float> H;
for(size_t i=0;i<regionArea.size();++i)
if(regionArea[i].second) H.Add(regionArea[i].first);
float areaThreshold;
if(iter==0) areaThreshold = H.Percentile(.1f);
else areaThreshold = H.Percentile(.001f);
//qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
tri::Geodesic<MeshType>::Compute(m,borderVec);
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
if(regionArea[i].second) H.Add(regionArea[i].first);
// Search the local maxima for each region and use them as new seeds
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
int seedIndex = tri::Index(m,sources[vi]);
if(seedMaxima[seedIndex].first < (*vi).Q())
{
seedMaxima[seedIndex].first=(*vi).Q();
seedMaxima[seedIndex].second=&*vi;
}
}
std::vector<VertexPointer> newSeeds;
float areaThreshold;
if(iter==0) areaThreshold = H.Percentile(.1f);
else areaThreshold = H.Percentile(.001f);
//qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
tri::Geodesic<MeshType>::Compute(m,borderVec);
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Search the local maxima for each region and use them as new seeds
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
int seedIndex = tri::Index(m,sources[vi]);
if(seedMaxima[seedIndex].first < (*vi).Q())
{
seedMaxima[seedIndex].first=(*vi).Q();
seedMaxima[seedIndex].second=&*vi;
}
}
std::vector<VertexPointer> newSeeds;
for(size_t i=0;i<seedMaxima.size();++i)
if(seedMaxima[i].second)
{
seedMaxima[i].second->C() = Color4b::Gray;
if(regionArea[i].first >= areaThreshold)
newSeeds.push_back(seedMaxima[i].second);
}
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
if(seedMaxima[i].second)
{
seedMaxima[i].second->C() = Color4b::Gray;
if(regionArea[i].first >= areaThreshold)
newSeeds.push_back(seedMaxima[i].second);
}
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::Black;
seedVec[i]->C() = Color4b::Black;
for(size_t i=0;i<borderVec.size();++i)
borderVec[i]->C() = Color4b::Gray;
swap(newSeeds,seedVec);
borderVec[i]->C() = Color4b::Gray;
swap(newSeeds,seedVec);
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::White;
seedVec[i]->C() = Color4b::White;
}
tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
}
}
// Base vertex voronoi coloring algorithm.
// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
{
std::queue<VertexPointer> VQ;
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
for(size_t i=0;i<seedVec.size();++i)
{
VQ.push(seedVec[i]);
seedVec[i]->Q()=i+1;
}
while(!VQ.empty())
{
VertexPointer vp = VQ.front();
VQ.pop();
std::vector<VertexPointer> vertStar;
vcg::face::VVStarVF<FaceType>(vp,vertStar);
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
{
if((*vv)->Q()==0)
{
(*vv)->Q()=vp->Q();
VQ.push(*vv);
}
}
} // end while(!VQ.empty())
}
// Base vertex voronoi coloring algorithm.
// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
{
std::queue<VertexPointer> VQ;
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
for(size_t i=0;i<seedVec.size();++i)
{
VQ.push(seedVec[i]);
seedVec[i]->Q()=i+1;
}
while(!VQ.empty())
{
VertexPointer vp = VQ.front();
VQ.pop();
std::vector<VertexPointer> vertStar;
vcg::face::VVStarVF<FaceType>(vp,vertStar);
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
{
if((*vv)->Q()==0)
{
(*vv)->Q()=vp->Q();
VQ.push(*vv);
}
}
} // end while(!VQ.empty())
}
// Drastic Simplification algorithm.
// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
@ -397,22 +396,22 @@ static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &se
// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
// Non degenerate triangles are preserved.
static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
{
std::set<Point3i> clusteredFace;
FaceIterator fi;
for(fi=mOld.face.begin();fi!=mOld.face.end();++fi)
{
if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
(fi->V(0)->Q() != fi->V(2)->Q() ) &&
(fi->V(1)->Q() != fi->V(2)->Q() ) )
clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
}
clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
}
tri::Allocator<MeshType>::AddVertices(mNew,seedVec.size());
for(size_t i=0;i< seedVec.size();++i)
mNew.vert[i].ImportLocal(*(seedVec[i]));
mNew.vert[i].ImportData(*(seedVec[i]));
tri::Allocator<MeshType>::AddFaces(mNew,clusteredFace.size());
std::set<Point3i>::iterator fsi; ;