/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * 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. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.8 2008/05/14 10:03:29 ganovelli Point3f->Coordtype Revision 1.7 2008/04/23 16:37:15 onnis VertexCurvature method added. Revision 1.6 2008/04/04 10:26:12 cignoni Cleaned up names, now Kg() gives back Gaussian Curvature (k1*k2), while Kh() gives back Mean Curvature 1/2(k1+k2) Revision 1.5 2008/03/25 11:00:56 ganovelli fixed bugs sign of principal direction and mean curvature value Revision 1.4 2008/03/17 11:29:59 ganovelli taubin and desbrun estimates added (-> see vcg/simplex/vertex/component.h [component_ocf.h|component_occ.h ] Revision 1.3 2006/02/27 18:02:57 ponchio Area -> doublearea/2 added some typename Revision 1.2 2005/10/25 09:17:41 spinelli correct IsBorder Revision 1.1 2005/02/22 16:40:29 ganovelli created. This version writes the gaussian curvature on the Q() member of the vertex ****************************************************************************/ #ifndef VCGLIB_UPDATE_CURVATURE_ #define VCGLIB_UPDATE_CURVATURE_ #include #include #include #include #include #include #include #include #include #include #include #include #include namespace vcg { namespace tri { /// \ingroup trimesh /// \headerfile curvature.h vcg/complex/trimesh/update/curvature.h /// \brief Management, updating and computation of per-vertex and per-face normals. /** This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh. */ template class UpdateCurvature { public: typedef typename MeshType::FaceType FaceType; typedef typename MeshType::FacePointer FacePointer; typedef typename MeshType::FaceIterator FaceIterator; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::VertContainer VertContainer; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef vcg::face::VFIterator VFIteratorType; typedef typename MeshType::CoordType CoordType; typedef typename CoordType::ScalarType ScalarType; private: typedef struct AdjVertex { VertexType * vert; float doubleArea; bool isBorder; }; public: /// \brief Compute principal direction and magniuto of curvature. /* Compute principal direction and magniuto of curvature as describe in the paper: @InProceedings{bb33922, author = "G. Taubin", title = "Estimating the Tensor of Curvature of a Surface from a Polyhedral Approximation", booktitle = "International Conference on Computer Vision", year = "1995", pages = "902--907", URL = "http://dx.doi.org/10.1109/ICCV.1995.466840", bibsource = "http://www.visionbib.com/bibliography/describe440.html#TT32253", */ static void PrincipalDirections(MeshType &m) { assert(m.HasVFTopology()); vcg::tri::UpdateNormals::PerVertexNormalized(m); VertexIterator vi; for (vi =m.vert.begin(); vi !=m.vert.end(); ++vi) { if ( ! (*vi).IsD() && (*vi).VFp() != NULL) { VertexType * central_vertex = &(*vi); std::vector weights; std::vector vertices; vcg::face::JumpingPos pos((*vi).VFp(), central_vertex); // firstV is the first vertex of the 1ring neighboorhood VertexType* firstV = pos.VFlip(); VertexType* tempV; float totalDoubleAreaSize = 0.0f; // compute the area of each triangle around the central vertex as well as their total area do { // this bring the pos to the next triangle counterclock-wise pos.FlipF(); pos.FlipE(); // tempV takes the next vertex in the 1ring neighborhood tempV = pos.VFlip(); assert(tempV!=central_vertex); AdjVertex v; v.isBorder = pos.IsBorder(); v.vert = tempV; v.doubleArea = vcg::DoubleArea(*pos.F()); totalDoubleAreaSize += v.doubleArea; vertices.push_back(v); } while(tempV != firstV); // compute the weights for the formula computing matrix M for (int i = 0; i < vertices.size(); ++i) { if (vertices[i].isBorder) { weights.push_back(vertices[i].doubleArea / totalDoubleAreaSize); } else { weights.push_back(0.5f * (vertices[i].doubleArea + vertices[(i-1)%vertices.size()].doubleArea) / totalDoubleAreaSize); } assert(weights.back() < 1.0f); } // compute I-NN^t to be used for computing the T_i's Matrix33 Tp; for (int i = 0; i < 3; ++i) Tp[i][i] = 1.0f - powf(central_vertex->cN()[i],2); Tp[0][1] = Tp[1][0] = -1.0f * (central_vertex->N()[0] * central_vertex->cN()[1]); Tp[1][2] = Tp[2][1] = -1.0f * (central_vertex->cN()[1] * central_vertex->cN()[2]); Tp[0][2] = Tp[2][0] = -1.0f * (central_vertex->cN()[0] * central_vertex->cN()[2]); // for all neighbors vi compute the directional curvatures k_i and the T_i // compute M by summing all w_i k_i T_i T_i^t Matrix33 tempMatrix; Matrix33 M; M.SetZero(); for (int i = 0; i < vertices.size(); ++i) { CoordType edge = (central_vertex->cP() - vertices[i].vert->cP()); float curvature = (2.0f * (central_vertex->cN().dot(edge)) ) / edge.SquaredNorm(); CoordType T = (Tp*edge).normalized(); tempMatrix.ExternalProduct(T,T); M += tempMatrix * weights[i] * curvature ; } // compute vector W for the Householder matrix CoordType W; CoordType e1(1.0f,0.0f,0.0f); if ((e1 - central_vertex->cN()).SquaredNorm() > (e1 + central_vertex->cN()).SquaredNorm()) W = e1 - central_vertex->cN(); else W = e1 + central_vertex->cN(); W.Normalize(); // compute the Householder matrix I - 2WW^t Matrix33 Q; Q.SetIdentity(); tempMatrix.ExternalProduct(W,W); Q -= tempMatrix * 2.0f; // compute matrix Q^t M Q Matrix33 QtMQ = (Q.transpose() * M * Q); CoordType bl = Q.GetColumn(0); CoordType T1 = Q.GetColumn(1); CoordType T2 = Q.GetColumn(2); // find sin and cos for the Givens rotation float s,c; // Gabriel Taubin hint and Valentino Fiorin impementation float qt21 = QtMQ[2][1]; float qt12 = QtMQ[1][2]; float alpha = QtMQ[1][1]-QtMQ[2][2]; float beta = QtMQ[2][1]; float h[2]; float delta = sqrtf(4.0f*powf(alpha, 2) +16.0f*powf(beta, 2)); h[0] = (2.0f*alpha + delta) / (2.0f*beta); h[1] = (2.0f*alpha - delta) / (2.0f*beta); float t[2]; float best_c, best_s; float min_error = std::numeric_limits::infinity(); for (int i=0; i<2; i++) { delta = sqrtf(powf(h[i], 2) + 4.0f); t[0] = (h[i]+delta) / 2.0f; t[1] = (h[i]-delta) / 2.0f; for (int j=0; j<2; j++) { float squared_t = powf(t[j], 2); float denominator = 1.0f + squared_t; s = (2.0f*t[j]) / denominator; c = (1-squared_t) / denominator; float approximation = c*s*alpha + (powf(c, 2) - powf(s, 2))*beta; float angle_similarity = fabs(acosf(c)/asinf(s)); float error = fabs(1.0f-angle_similarity)+fabs(approximation); if (error MeshGridType; typedef vcg::GridStaticPtr PointsGridType; static void PrincipalDirectionsPCA(MeshType &m, ScalarType r, bool pointVSfaceInt = true) { std::vector closests; std::vector distances; std::vector points; VertexIterator vi; ScalarType area; MeshType tmpM; typename std::vector::iterator ii; vcg::tri::TrivialSampler vs; MeshGridType mGrid; PointsGridType pGrid; // Fill the grid used if(pointVSfaceInt){ area = Stat::ComputeMeshArea(m); vcg::tri::SurfaceSampling >::Montecarlo(m,vs,1000 * area / (2*M_PI*r*r )); vi = vcg::tri::Allocator::AddVertices(tmpM,m.vert.size()); for(int y = 0; y < m.vert.size(); ++y,++vi) (*vi).P() = m.vert[y].P(); pGrid.Set(tmpM.vert.begin(),tmpM.vert.end()); } else{ mGrid.Set(m.face.begin(),m.face.end()); } for(vi = m.vert.begin(); vi != m.vert.end(); ++vi){ vcg::Matrix33 A,eigenvectors; vcg::Point3 bp,eigenvalues; int nrot; // sample the neighborhood if(pointVSfaceInt) { vcg::tri::GetInSphereVertex< MeshType, PointsGridType,std::vector, std::vector, std::vector >(tmpM,pGrid, (*vi).cP(),r ,closests,distances,points); A.Covariance(points,bp); A*=area*area/1000; } else{ IntersectionBallMesh( m ,vcg::Sphere3((*vi).cP(),r),tmpM ); vcg::Point3 _bary; vcg::tri::Inertia::Covariance(tmpM,_bary,A); } Jacobi(A, eigenvalues , eigenvectors, nrot); // get the estimate of curvatures from eigenvalues and eigenvectors // find the 2 most tangent eigenvectors (by finding the one closest to the normal) int best = 0; ScalarType bestv = fabs( (*vi).cN().dot(eigenvectors.GetColumn(0).normalized()) ); for(int i = 1 ; i < 3; ++i){ ScalarType prod = fabs((*vi).cN().dot(eigenvectors.GetColumn(i).normalized())); if( prod > bestv){bestv = prod; best = i;} } (*vi).PD1() = eigenvectors.GetColumn( (best+1)%3).normalized(); (*vi).PD2() = eigenvectors.GetColumn( (best+2)%3).normalized(); // project them to the plane identified by the normal vcg::Matrix33 rot; ScalarType angle = acos((*vi).PD1().dot((*vi).N())); rot.SetRotateRad( - (M_PI*0.5 - angle),(*vi).PD1()^(*vi).N()); (*vi).PD1() = rot*(*vi).PD1(); angle = acos((*vi).PD2().dot((*vi).N())); rot.SetRotateRad( - (M_PI*0.5 - angle),(*vi).PD2()^(*vi).N()); (*vi).PD2() = rot*(*vi).PD2(); // copmutes the curvature values const ScalarType r5 = r*r*r*r*r; const ScalarType r6 = r*r5; (*vi).K1() = (2.0/5.0) * (4.0*M_PI*r5 + 15*eigenvalues[(best+2)%3]-45.0*eigenvalues[(best+1)%3])/(M_PI*r6); (*vi).K2() = (2.0/5.0) * (4.0*M_PI*r5 + 15*eigenvalues[(best+1)%3]-45.0*eigenvalues[(best+2)%3])/(M_PI*r6); if((*vi).K1() < (*vi).K2()) { std::swap((*vi).K1(),(*vi).K2()); std::swap((*vi).PD1(),(*vi).PD2()); } } } /// \brief Computes the discrete gaussian curvature. /** For further details, please, refer to: \n - Discrete Differential-Geometry Operators for Triangulated 2-Manifolds Mark Meyer, Mathieu Desbrun, Peter Schroder, Alan H. Barr VisMath '02, Berlin */ static void MeanAndGaussian(MeshType & m) { assert(HasFFAdjacency(m)); float area0, area1, area2, angle0, angle1, angle2; FaceIterator fi; VertexIterator vi; typename MeshType::CoordType e01v ,e12v ,e20v; SimpleTempData TDAreaPtr(m.vert); SimpleTempData TDContr(m.vert); vcg::tri::UpdateNormals::PerVertexNormalized(m); //Compute AreaMix in H (vale anche per K) for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi) if(!(*vi).IsD()) { (TDAreaPtr)[*vi].A = 0.0; (TDContr)[*vi] =typename MeshType::CoordType(0.0,0.0,0.0); (*vi).Kh() = 0.0; (*vi).Kg() = (float)(2.0 * M_PI); } for(fi=m.face.begin();fi!=m.face.end();++fi) if( !(*fi).IsD()) { // angles angle0 = math::Abs(Angle( (*fi).P(1)-(*fi).P(0),(*fi).P(2)-(*fi).P(0) )); angle1 = math::Abs(Angle( (*fi).P(0)-(*fi).P(1),(*fi).P(2)-(*fi).P(1) )); angle2 = M_PI-(angle0+angle1); if((angle0 < M_PI/2) && (angle1 < M_PI/2) && (angle2 < M_PI/2)) // triangolo non ottuso { float e01 = SquaredDistance( (*fi).V(1)->cP() , (*fi).V(0)->cP() ); float e12 = SquaredDistance( (*fi).V(2)->cP() , (*fi).V(1)->cP() ); float e20 = SquaredDistance( (*fi).V(0)->cP() , (*fi).V(2)->cP() ); area0 = ( e20*(1.0/tan(angle1)) + e01*(1.0/tan(angle2)) ) / 8.0; area1 = ( e01*(1.0/tan(angle2)) + e12*(1.0/tan(angle0)) ) / 8.0; area2 = ( e12*(1.0/tan(angle0)) + e20*(1.0/tan(angle1)) ) / 8.0; (TDAreaPtr)[(*fi).V(0)].A += area0; (TDAreaPtr)[(*fi).V(1)].A += area1; (TDAreaPtr)[(*fi).V(2)].A += area2; } else // obtuse { if(angle0 >= M_PI/2) { (TDAreaPtr)[(*fi).V(0)].A += vcg::DoubleArea((*fi)) / 4.0; (TDAreaPtr)[(*fi).V(1)].A += vcg::DoubleArea((*fi)) / 8.0; (TDAreaPtr)[(*fi).V(2)].A += vcg::DoubleArea((*fi)) / 8.0; } else if(angle1 >= M_PI/2) { (TDAreaPtr)[(*fi).V(0)].A += vcg::DoubleArea((*fi)) / 8.0; (TDAreaPtr)[(*fi).V(1)].A += vcg::DoubleArea((*fi)) / 4.0; (TDAreaPtr)[(*fi).V(2)].A += vcg::DoubleArea((*fi)) / 8.0; } else { (TDAreaPtr)[(*fi).V(0)].A += vcg::DoubleArea((*fi)) / 8.0; (TDAreaPtr)[(*fi).V(1)].A += vcg::DoubleArea((*fi)) / 8.0; (TDAreaPtr)[(*fi).V(2)].A += vcg::DoubleArea((*fi)) / 4.0; } } } for(fi=m.face.begin();fi!=m.face.end();++fi) if( !(*fi).IsD() ) { angle0 = math::Abs(Angle( (*fi).P(1)-(*fi).P(0),(*fi).P(2)-(*fi).P(0) )); angle1 = math::Abs(Angle( (*fi).P(0)-(*fi).P(1),(*fi).P(2)-(*fi).P(1) )); angle2 = M_PI-(angle0+angle1); // Skip degenerate triangles. if(angle0==0 || angle1==0 || angle1==0) continue; e01v = ( (*fi).V(1)->cP() - (*fi).V(0)->cP() ) ; e12v = ( (*fi).V(2)->cP() - (*fi).V(1)->cP() ) ; e20v = ( (*fi).V(0)->cP() - (*fi).V(2)->cP() ) ; TDContr[(*fi).V(0)] += ( e20v * (1.0/tan(angle1)) - e01v * (1.0/tan(angle2)) ) / 4.0; TDContr[(*fi).V(1)] += ( e01v * (1.0/tan(angle2)) - e12v * (1.0/tan(angle0)) ) / 4.0; TDContr[(*fi).V(2)] += ( e12v * (1.0/tan(angle0)) - e20v * (1.0/tan(angle1)) ) / 4.0; (*fi).V(0)->Kg() -= angle0; (*fi).V(1)->Kg() -= angle1; (*fi).V(2)->Kg() -= angle2; for(int i=0;i<3;i++) { if(vcg::face::IsBorder((*fi), i)) { CoordType e1,e2; vcg::face::Pos hp(&*fi, i, (*fi).V(i)); vcg::face::Pos hp1=hp; hp1.FlipV(); e1=hp1.v->cP() - hp.v->cP(); hp1.FlipV(); hp1.NextB(); e2=hp1.v->cP() - hp.v->cP(); (*fi).V(i)->Kg() -= math::Abs(Angle(e1,e2)); } } } for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi) if(!(*vi).IsD() /*&& !(*vi).IsB()*/) { if((TDAreaPtr)[*vi].A<=std::numeric_limits::epsilon()) { (*vi).Kh() = 0; (*vi).Kg() = 0; } else { (*vi).Kh() = (((TDContr)[*vi].dot((*vi).cN())>0)?1.0:-1.0)*((TDContr)[*vi] / (TDAreaPtr) [*vi].A).Norm(); (*vi).Kg() /= (TDAreaPtr)[*vi].A; } } } /// \brief Update the mean and the gaussian curvature of a vertex. /** The function uses the VF adiacency to walk around the vertex. \return It will return the voronoi area around the vertex. If (norm == true) the mean and the gaussian curvature are normalized. Based on the paper "Optimizing 3d triangulations using discrete curvature analysis" */ static float VertexCurvature(VertexPointer v, bool norm = true) { // VFAdjacency required! assert(FaceType::HasVFAdjacency()); assert(VertexType::HasVFAdjacency()); VFIteratorType vfi(v); float A = 0; v->Kh() = 0; v->Kg() = 2 * M_PI; while (!vfi.End()) { if (!vfi.F()->IsD()) { FacePointer f = vfi.F(); int i = vfi.I(); VertexPointer v0 = f->V0(i), v1 = f->V1(i), v2 = f->V2(i); float ang0 = math::Abs(Angle(v1->P() - v0->P(), v2->P() - v0->P() )); float ang1 = math::Abs(Angle(v0->P() - v1->P(), v2->P() - v1->P() )); float ang2 = M_PI - ang0 - ang1; float s01 = SquaredDistance(v1->P(), v0->P()); float s02 = SquaredDistance(v2->P(), v0->P()); // voronoi cell of current vertex if (ang0 >= M_PI/2) A += (0.5f * DoubleArea(*f) - (s01 * tan(ang1) + s02 * tan(ang2)) / 8.0 ); else if (ang1 >= M_PI/2) A += (s01 * tan(ang0)) / 8.0; else if (ang2 >= M_PI/2) A += (s02 * tan(ang0)) / 8.0; else // non obctuse triangle A += ((s02 / tan(ang1)) + (s01 / tan(ang2))) / 8.0; // gaussian curvature update v->Kg() -= ang0; // mean curvature update ang1 = math::Abs(Angle(f->N(), v1->N())); ang2 = math::Abs(Angle(f->N(), v2->N())); v->Kh() += ( (math::Sqrt(s01) / 2.0) * ang1 + (math::Sqrt(s02) / 2.0) * ang2 ); } ++vfi; } v->Kh() /= 4.0f; if(norm) { if(A <= std::numeric_limits::epsilon()) { v->Kh() = 0; v->Kg() = 0; } else { v->Kh() /= A; v->Kg() /= A; } } return A; } static void VertexCurvature(MeshType & m){ for(VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi) VertexCurvature(&*vi,false); } /* Compute principal curvature directions and value with normal cycle: @inproceedings{CohMor03, author = {Cohen-Steiner, David and Morvan, Jean-Marie }, booktitle = {SCG '03: Proceedings of the nineteenth annual symposium on Computational geometry}, title - {Restricted delaunay triangulations and normal cycle} year = {2003} } */ static void PrincipalDirectionsNormalCycles(MeshType & m){ assert(VertexType::HasVFAdjacency()); assert(FaceType::HasFFAdjacency()); assert(FaceType::HasFaceNormal()); typename MeshType::VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) if(!((*vi).IsD())){ vcg::Matrix33 m33;m33.SetZero(); face::JumpingPos p((*vi).VFp(),&(*vi)); p.FlipE(); typename MeshType::VertexType * firstv = p.VFlip(); assert(p.F()->V(p.VInd())==&(*vi)); do{ if( p.F() != p.FFlip()){ Point3 normalized_edge = p.F()->V(p.F()->Next(p.VInd()))->cP() - (*vi).P(); ScalarType edge_length = normalized_edge.Norm(); normalized_edge/=edge_length; Point3 n1 = p.F()->cN();n1.Normalize(); Point3 n2 = p.FFlip()->cN();n2.Normalize(); ScalarType n1n2 = (n1 ^ n2).dot(normalized_edge); n1n2 = math::Max(math::Min ( 1.0,n1n2),-1.0); ScalarType beta = math::Asin(n1n2); m33[0][0] += beta*edge_length*normalized_edge[0]*normalized_edge[0]; m33[0][1] += beta*edge_length*normalized_edge[1]*normalized_edge[0]; m33[1][1] += beta*edge_length*normalized_edge[1]*normalized_edge[1]; m33[0][2] += beta*edge_length*normalized_edge[2]*normalized_edge[0]; m33[1][2] += beta*edge_length*normalized_edge[2]*normalized_edge[1]; m33[2][2] += beta*edge_length*normalized_edge[2]*normalized_edge[2]; } p.NextFE(); }while(firstv != p.VFlip()); if(m33.Determinant()==0.0){ // degenerate case (*vi).K1() = (*vi).K2() = 0.0; continue;} m33[1][0] = m33[0][1]; m33[2][0] = m33[0][2]; m33[2][1] = m33[1][2]; Point3 lambda; Matrix33 vect; int n_rot; Jacobi(m33,lambda, vect,n_rot); vect.transposeInPlace(); ScalarType normal = std::numeric_limits::min(); int normI = 0; for(int i = 0; i < 3; ++i) if( fabs((*vi).N().Normalize().dot(vect.GetRow(i))) > normal ) { normal= fabs((*vi).N().Normalize().dot(vect.GetRow(i))); normI = i; } int maxI = (normI+2)%3; int minI = (normI+1)%3; if(fabs(lambda[maxI]) < fabs(lambda[minI])) std::swap(maxI,minI); (*vi).PD1() = *(Point3*)(& vect[maxI][0]); (*vi).PD2() = *(Point3*)(& vect[minI][0]); (*vi).K1() = lambda[maxI]; (*vi).K2() = lambda[minI]; } } }; } } #endif