/**************************************************************************** * 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. * * * ****************************************************************************/ /**************************************************************************** The sampling Class has a set of static functions, that you can call to sample the surface of a mesh. Each function is templated on the mesh and on a Sampler object s. Each function calls many time the sample object with the sampling point as parameter. Sampler Classes and Sampling algorithms are independent. Sampler classes exploits the sample that are generated with various algorithms. For example, you can compute Hausdorff distance (that is a sampler) using various sampling strategies (montecarlo, stratified etc). ****************************************************************************/ #ifndef __VCGLIB_POINT_SAMPLING #define __VCGLIB_POINT_SAMPLING #include #include #include #include #include #include #include #include #include #include #include namespace vcg { namespace tri { /// \ingroup trimesh /// \headerfile point_sampling.h vcg/complex/algorithms/point_sampling.h /** \brief A basic sampler class that show the required interface used by the SurfaceSampling class. Most of the methods of sampling classes call the AddFace method of this class with the face containing the sample and its barycentric coord. Beside being an example of how to write a sampler it provides a simple way to use the various sampling classes. For example if you just want to get a vector with positions over the surface You have just to write vector myVec; TrivialSampler ts(myVec); SurfaceSampling >::Montecarlo(M, ts, SampleNum); **/ template class TrivialSampler { public: typedef typename MeshType::ScalarType ScalarType; typedef typename MeshType::CoordType CoordType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::EdgeType EdgeType; typedef typename MeshType::FaceType FaceType; void reset() { sampleVec->clear(); } TrivialSampler() { sampleVec = new std::vector(); vectorOwner=true; } TrivialSampler(std::vector &Vec) { sampleVec = &Vec; vectorOwner=false; reset(); } ~TrivialSampler() { if(vectorOwner) delete sampleVec; } private: std::vector *sampleVec; bool vectorOwner; public: void AddVert(const VertexType &p) { sampleVec->push_back(p.cP()); } void AddEdge(const EdgeType& e, ScalarType u ) // u==0 -> v(0) u==1 -> v(1); { sampleVec->push_back(e.cV(0)->cP()*(1.0-u)+e.cV(1)->cP()*u); } void AddFace(const FaceType &f, const CoordType &p) { sampleVec->push_back(f.cP(0)*p[0] + f.cP(1)*p[1] +f.cP(2)*p[2] ); } void AddTextureSample(const FaceType &, const CoordType &, const Point2i &, float ) { // Retrieve the color of the sample from the face f using the barycentric coord p // and write that color in a texture image at position // if edgeDist is > 0 then the corrisponding point is affecting face color even if outside the face area (in texture space) } }; // end class TrivialSampler template class TrivialPointerSampler { public: typedef typename MeshType::CoordType CoordType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::FaceType FaceType; TrivialPointerSampler() {} ~TrivialPointerSampler() {} void reset() { sampleVec.clear(); } public: std::vector sampleVec; void AddVert(VertexType &p) { sampleVec.push_back(&p); } // This sampler should be used only for getting vertex pointers. Meaningless in other case. void AddFace(const FaceType &, const CoordType &) { assert(0); } void AddTextureSample(const FaceType &, const CoordType &, const Point2i &, float ) { assert(0); } }; // end class TrivialSampler template class MeshSampler { public: typedef typename MeshType::VertexType VertexType; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::CoordType CoordType; MeshSampler(MeshType &_m):m(_m){} MeshType &m; void reset() { m.Clear(); } void AddVert(const VertexType &p) { tri::Allocator::AddVertices(m,1); m.vert.back().ImportData(p); } void AddFace(const FaceType &f, CoordType p) { tri::Allocator::AddVertices(m,1); m.vert.back().P() = f.cP(0)*p[0] + f.cP(1)*p[1] +f.cP(2)*p[2]; m.vert.back().N() = f.cV(0)->N()*p[0] + f.cV(1)->N()*p[1] + f.cV(2)->N()*p[2]; if(tri::HasPerVertexQuality(m) ) m.vert.back().Q() = f.cV(0)->Q()*p[0] + f.cV(1)->Q()*p[1] + f.cV(2)->Q()*p[2]; } }; // end class BaseSampler /** \brief Main Class of the Sampling framework. This class allows you to perform various kind of random/procedural point sampling over a triangulated surface. The class is templated over the PointSampler object that allows to customize the use of the generated samples. **/ template > class SurfaceSampling { typedef typename MeshType::CoordType CoordType; typedef typename MeshType::BoxType BoxType; typedef typename MeshType::ScalarType ScalarType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::EdgeType EdgeType; typedef typename MeshType::EdgeIterator EdgeIterator; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::FacePointer FacePointer; typedef typename MeshType::FaceIterator FaceIterator; typedef typename MeshType::FaceContainer FaceContainer; typedef typename vcg::SpatialHashTable MeshSHT; typedef typename vcg::SpatialHashTable::CellIterator MeshSHTIterator; typedef typename vcg::SpatialHashTable MontecarloSHT; typedef typename vcg::SpatialHashTable::CellIterator MontecarloSHTIterator; typedef typename vcg::SpatialHashTable SampleSHT; typedef typename vcg::SpatialHashTable::CellIterator SampleSHTIterator; typedef typename MeshType::template PerVertexAttributeHandle PerVertexFloatAttribute; public: static math::MarsenneTwisterRNG &SamplingRandomGenerator() { static math::MarsenneTwisterRNG rnd; return rnd; } // Returns an integer random number in the [0,i-1] interval using the improve Marsenne-Twister method. // this functor is needed for passing it to the std functions. static unsigned int RandomInt(unsigned int i) { return (SamplingRandomGenerator().generate(i)); } // Returns a random number in the [0,1) real interval using the improved Marsenne-Twister method. static double RandomDouble01() { return SamplingRandomGenerator().generate01(); } #define FAK_LEN 1024 static double LnFac(int n) { // Tabled log factorial function. gives natural logarithm of n! // define constants static const double // coefficients in Stirling approximation C0 = 0.918938533204672722, // ln(sqrt(2*pi)) C1 = 1./12., C3 = -1./360.; // C5 = 1./1260., // use r^5 term if FAK_LEN < 50 // C7 = -1./1680.; // use r^7 term if FAK_LEN < 20 // static variables static double fac_table[FAK_LEN]; // table of ln(n!): static bool initialized = false; // remember if fac_table has been initialized if (n < FAK_LEN) { if (n <= 1) { if (n < 0) assert(0);//("Parameter negative in LnFac function"); return 0; } if (!initialized) { // first time. Must initialize table // make table of ln(n!) double sum = fac_table[0] = 0.; for (int i=1; i= pois_bound) continue; // reject if outside valid range k = (int)(x); lf = k * pois_g - LnFac(k) - pois_f0; if (lf >= u * (4.0 - u) - 3.0) break; // quick acceptance if (u * (u - lf) > 1.0) continue; // quick rejection if (2.0 * log(u) <= lf) break; // final acceptance } return k; } /** algorithm poisson random number (Knuth): init: Let L ← e^−λ, k ← 0 and p ← 1. do: k ← k + 1. Generate uniform random number u in [0,1] and let p ← p × u. while p > L. return k − 1. */ static int Poisson(double lambda) { if(lambda>50) return PoissonRatioUniforms(lambda); double L = exp(-lambda); int k =0; double p = 1.0; do { k = k+1; p = p*RandomDouble01(); } while (p>L); return k -1; } static void AllVertex(MeshType & m, VertexSampler &ps) { VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) { if(!(*vi).IsD()) { ps.AddVert(*vi); } } } /// Sample the vertices in a weighted way. Each vertex has a probability of being chosen /// that is proportional to its quality. /// It assumes that you are asking a number of vertices smaller than nv; /// Algorithm: /// 1) normalize quality so that sum q == 1; /// 2) shuffle vertices. /// 3) for each vertices choose it if rand > thr; static void VertexWeighted(MeshType & m, VertexSampler &ps, int sampleNum) { ScalarType qSum = 0; VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) if(!(*vi).IsD()) qSum += (*vi).Q(); ScalarType samplePerUnit = sampleNum/qSum; ScalarType floatSampleNum =0; std::vector vertVec; FillAndShuffleVertexPointerVector(m,vertVec); std::vector vertUsed(m.vn,false); int i=0; int cnt=0; while(cnt < sampleNum) { if(vertUsed[i]) { floatSampleNum += vertVec[i]->Q() * samplePerUnit; int vertSampleNum = (int) floatSampleNum; floatSampleNum -= (float) vertSampleNum; // for every sample p_i in T... if(vertSampleNum > 1) { ps.AddVert(*vertVec[i]); cnt++; vertUsed[i]=true; } } i = (i+1)%m.vn; } } /// Sample the vertices in a uniform way. Each vertex has a probability of being chosen /// that is proportional to the area it represent. static void VertexAreaUniform(MeshType & m, VertexSampler &ps, int sampleNum) { VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) if(!(*vi).IsD()) (*vi).Q() = 0; FaceIterator fi; for(fi = m.face.begin(); fi != m.face.end(); ++fi) if(!(*fi).IsD()) { ScalarType areaThird = DoubleArea(*fi)/6.0; (*fi).V(0)->Q()+=areaThird; (*fi).V(1)->Q()+=areaThird; (*fi).V(2)->Q()+=areaThird; } VertexWeighted(m,ps,sampleNum); } static void FillAndShuffleFacePointerVector(MeshType & m, std::vector &faceVec) { for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) faceVec.push_back(&*fi); assert((int)faceVec.size()==m.fn); unsigned int (*p_myrandom)(unsigned int) = RandomInt; std::random_shuffle(faceVec.begin(),faceVec.end(), p_myrandom); } static void FillAndShuffleVertexPointerVector(MeshType & m, std::vector &vertVec) { for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) vertVec.push_back(&*vi); assert((int)vertVec.size()==m.vn); unsigned int (*p_myrandom)(unsigned int) = RandomInt; std::random_shuffle(vertVec.begin(),vertVec.end(), p_myrandom); } /// Sample the vertices in a uniform way. Each vertex has the same probabiltiy of being chosen. static void VertexUniform(MeshType & m, VertexSampler &ps, int sampleNum) { if(sampleNum>=m.vn) { AllVertex(m,ps); return; } std::vector vertVec; FillAndShuffleVertexPointerVector(m,vertVec); for(int i =0; i< sampleNum; ++i) ps.AddVert(*vertVec[i]); } /// static void EdgeMeshUniform(MeshType &m, VertexSampler &ps, float radius) { tri::RequireEEAdjacency(m); tri::RequireCompactness(m); tri::UpdateTopology::EdgeEdge(m); tri::UpdateFlags::EdgeClearV(m); for(EdgeIterator ei = m.edge.begin();ei!=m.edge.end();++ei) { if(!ei->IsV()) { edge::Pos ep(&*ei,0); edge::Pos startep =ep; do // first loop to search a boundary. { ep.NextE(); if(ep.IsBorder()) break; } while(startep!=ep); assert(ep.IsBorder()); ScalarType totalLen=0; ep.FlipV(); do // second loop to compute len of the chain. { ep.E()->SetV(); totalLen+=Distance(ep.V()->P(),ep.VFlip()->P()); ep.NextE(); } while(!ep.IsBorder()); totalLen+=Distance(ep.V()->P(),ep.VFlip()->P()); // Third loop actually perform the sampling. int sampleNum = floor(totalLen / radius); ScalarType sampleDist = totalLen/sampleNum; printf("Found a chain of %f with %i samples every %f (%f)\n",totalLen,sampleNum,sampleDist,radius); ScalarType curLen=0; int sampleCnt=1; assert(ep.IsBorder()); ps.AddEdge(*(ep.E()),ep.VInd()==0?0.0:1.0); ep.FlipV(); do { ScalarType edgeLen = Distance(ep.V()->P(),ep.VFlip()->P()); ScalarType d0 = curLen; ScalarType d1 = d0+edgeLen; while(d1>sampleCnt*sampleDist) { ScalarType off = (sampleCnt*sampleDist-d0) /edgeLen; printf("edgeLen %f off %f samplecnt %i\n",edgeLen,off,sampleCnt); ps.AddEdge(*(ep.E()),ep.VInd()==0?1.0-off:off); sampleCnt++; } curLen+=edgeLen; ep.NextE(); } while(!ep.IsBorder()); assert(ep.IsBorder()); ps.AddEdge(*(ep.E()),ep.VInd()==0?0.0:1.0); } } } /// \brief Sample all the border corner vertices /// /// It assumes that the border flag have been set over the mesh both for vertex and for faces. /// All the vertices on the border where the surface forms an angle smaller than the given threshold are sampled. /// static void VertexBorderCorner(MeshType & m, VertexSampler &ps, float angleRad) { typename MeshType::template PerVertexAttributeHandle angleSumH = tri::Allocator:: template GetPerVertexAttribute (m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) angleSumH[vi]=0; for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) { for(int i=0;i<3;++i) { angleSumH[fi->V(i)] += vcg::Angle(fi->P2(i) - fi->P0(i),fi->P1(i) - fi->P0(i)); } } for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) { if((angleSumH[vi]IsB())|| (angleSumH[vi]>(360-angleRad) && vi->IsB())) ps.AddVert(*vi); } tri::Allocator:: template DeletePerVertexAttribute (m,angleSumH); } /// \brief Sample all the border vertices /// /// It assumes that the border flag have been set over the mesh. /// All the vertices on the border are sampled. /// static void VertexBorder(MeshType & m, VertexSampler &ps) { VertexBorderCorner(m,ps,std::numeric_limits::max()); } /// Sample all the crease vertices. /// It assumes that the crease edges had been marked as non-faux edges /// for example by using /// tri::UpdateFlags::FaceFauxCrease(mesh,creaseAngleRad); /// Then it chooses all the vertices where there are at least three non faux edges. /// static void VertexCrease(MeshType & m, VertexSampler &ps) { typedef typename UpdateTopology::PEdge SimpleEdge; std::vector< SimpleEdge > Edges; typename std::vector< SimpleEdge >::iterator ei; UpdateTopology::FillUniqueEdgeVector(m,Edges,false); typename MeshType::template PerVertexAttributeHandle hv = tri::Allocator:: template GetPerVertexAttribute (m); for(ei=Edges.begin(); ei!=Edges.end(); ++ei) { hv[ei->v[0]]++; hv[ei->v[1]]++; } for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) { if(hv[vi]>2) ps.AddVert(*vi); } } static void FaceUniform(MeshType & m, VertexSampler &ps, int sampleNum) { if(sampleNum>=m.fn) { AllFace(m,ps); return; } std::vector faceVec; FillAndShuffleFacePointerVector(m,faceVec); for(int i =0; i< sampleNum; ++i) ps.AddFace(*faceVec[i],Barycenter(*faceVec[i])); } static void AllFace(MeshType & m, VertexSampler &ps) { FaceIterator fi; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { ps.AddFace(*fi,Barycenter(*fi)); } } static void AllEdge(MeshType & m, VertexSampler &ps) { // Edge sampling. typedef typename UpdateTopology::PEdge SimpleEdge; std::vector< SimpleEdge > Edges; typename std::vector< SimpleEdge >::iterator ei; UpdateTopology::FillUniqueEdgeVector(m,Edges); for(ei=Edges.begin(); ei!=Edges.end(); ++ei) ps.AddFace(*(*ei).f,ei->EdgeBarycentricToFaceBarycentric(0.5)); } // Regular Uniform Edge sampling // Each edge is subdivided in a number of pieces proprtional to its length // Sample are choosen without touching the vertices. static void EdgeUniform(MeshType & m, VertexSampler &ps,int sampleNum, bool sampleFauxEdge=true) { typedef typename UpdateTopology::PEdge SimpleEdge; std::vector< SimpleEdge > Edges; UpdateTopology::FillUniqueEdgeVector(m,Edges,sampleFauxEdge); // First loop compute total edge length; float edgeSum=0; typename std::vector< SimpleEdge >::iterator ei; for(ei=Edges.begin(); ei!=Edges.end(); ++ei) edgeSum+=Distance((*ei).v[0]->P(),(*ei).v[1]->P()); float sampleLen = edgeSum/sampleNum; float rest=0; for(ei=Edges.begin(); ei!=Edges.end(); ++ei) { float len = Distance((*ei).v[0]->P(),(*ei).v[1]->P()); float samplePerEdge = floor((len+rest)/sampleLen); rest = (len+rest) - samplePerEdge * sampleLen; float step = 1.0/(samplePerEdge+1); for(int i=0;i(SamplingRandomGenerator()); } // Given a triangle return a random point over it static CoordType RandomPointInTriangle(const FaceType &f) { CoordType u = RandomBarycentric(); return f.cP(0)*u[0] + f.cP(1)*u[1] + f.cP(2)*u[2]; } static void StratifiedMontecarlo(MeshType & m, VertexSampler &ps,int sampleNum) { ScalarType area = Stat::ComputeMeshArea(m); ScalarType samplePerAreaUnit = sampleNum/area; // Montecarlo sampling. double floatSampleNum = 0.0; FaceIterator fi; for(fi=m.face.begin(); fi != m.face.end(); fi++) if(!(*fi).IsD()) { // compute # samples in the current face (taking into account of the remainders) floatSampleNum += 0.5*DoubleArea(*fi) * samplePerAreaUnit; int faceSampleNum = (int) floatSampleNum; // for every sample p_i in T... for(int i=0; i < faceSampleNum; i++) ps.AddFace(*fi,RandomBarycentric()); floatSampleNum -= (double) faceSampleNum; } } /** This function compute montecarlo distribution with an approximate number of samples exploiting the poisson distribution approximation of the binomial distribution. For a given triangle t of area a_t, in a Mesh of area A, if we take n_s sample over the mesh, the number of samples that falls in t follows the poisson distribution of P(lambda ) with lambda = n_s * (a_t/A). To approximate the Binomial we use a Poisson distribution with parameter \lambda = np can be used as an approximation to B(n,p) (it works if n is sufficiently large and p is sufficiently small). */ static void MontecarloPoisson(MeshType & m, VertexSampler &ps,int sampleNum) { ScalarType area = Stat::ComputeMeshArea(m); ScalarType samplePerAreaUnit = sampleNum/area; FaceIterator fi; for(fi=m.face.begin(); fi != m.face.end(); fi++) if(!(*fi).IsD()) { float areaT=DoubleArea(*fi) * 0.5f; int faceSampleNum = Poisson(areaT*samplePerAreaUnit); // for every sample p_i in T... for(int i=0; i < faceSampleNum; i++) ps.AddFace(*fi,RandomBarycentric()); // SampleNum -= (double) faceSampleNum; } } /** This function computes a montecarlo distribution with an EXACT number of samples. it works by generating a sequence of consecutive segments proportional to the triangle areas and actually shooting sample over this line */ static void EdgeMontecarlo(MeshType & m, VertexSampler &ps, int sampleNum, bool sampleAllEdges) { typedef typename UpdateTopology::PEdge SimpleEdge; std::vector< SimpleEdge > Edges; UpdateTopology::FillUniqueEdgeVector(m,Edges,sampleAllEdges); assert(!Edges.empty()); typedef std::pair IntervalType; std::vector< IntervalType > intervals (Edges.size()+1); int i=0; intervals[i]=std::make_pair(0,(SimpleEdge*)(0)); // First loop: build a sequence of consecutive segments proportional to the edge lenghts. typename std::vector< SimpleEdge >::iterator ei; for(ei=Edges.begin(); ei != Edges.end(); ei++) { intervals[i+1]=std::make_pair(intervals[i].first+Distance((*ei).v[0]->P(),(*ei).v[1]->P()), &*ei); ++i; } // Second Loop get a point on the line 0...Sum(edgeLen) to pick a point; ScalarType edgeSum = intervals.back().first; for(i=0;i::iterator it = lower_bound(intervals.begin(),intervals.end(),std::make_pair(val,(SimpleEdge*)(0)) ); assert(it != intervals.end() && it != intervals.begin()); assert( ( (*(it-1)).first < val ) && ((*(it)).first >= val) ); SimpleEdge * ep=(*it).second; ps.AddFace( *(ep->f), ep->EdgeBarycentricToFaceBarycentric(RandomDouble01()) ); } } /** This function computes a montecarlo distribution with an EXACT number of samples. it works by generating a sequence of consecutive segments proportional to the triangle areas and actually shooting sample over this line */ static void Montecarlo(MeshType & m, VertexSampler &ps,int sampleNum) { typedef std::pair IntervalType; std::vector< IntervalType > intervals (m.fn+1); FaceIterator fi; int i=0; intervals[i]=std::make_pair(0,FacePointer(0)); // First loop: build a sequence of consecutive segments proportional to the triangle areas. for(fi=m.face.begin(); fi != m.face.end(); fi++) if(!(*fi).IsD()) { intervals[i+1]=std::make_pair(intervals[i].first+0.5*DoubleArea(*fi), &*fi); ++i; } ScalarType meshArea = intervals.back().first; for(i=0;i::iterator it = lower_bound(intervals.begin(),intervals.end(),std::make_pair(val,FacePointer(0)) ); assert(it != intervals.end()); assert(it != intervals.begin()); assert( (*(it-1)).first = val); ps.AddFace( *(*it).second, RandomBarycentric() ); } } static ScalarType WeightedArea(FaceType &f, PerVertexFloatAttribute &wH) { ScalarType averageQ = ( wH[f.V(0)] + wH[f.V(1)] + wH[f.V(2)] )/3.0; return averageQ*averageQ*DoubleArea(f)/2.0; } /// Compute a sampling of the surface that is weighted by the quality and a variance /// /// We use the quality as linear distortion of density. /// We consider each triangle as scaled between 1 and 1/variance linearly according quality. /// /// In practice with variance 2 the average distance between sample will double where the quality is maxima. /// If you have two same area region A with q==-1 and B with q==1, if variance==2 the A will have 4 times more samples than B /// static void WeightedMontecarlo(MeshType & m, VertexSampler &ps,int sampleNum, float variance) { tri::RequirePerVertexQuality(m); tri::RequireCompactness(m); PerVertexFloatAttribute rH = tri::Allocator:: template GetPerVertexAttribute (m,"radius"); InitRadiusHandleFromQuality(m, rH, 1.0, variance, true); ScalarType weightedArea = 0; for(FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) weightedArea += WeightedArea(*fi,rH); ScalarType samplePerAreaUnit = sampleNum/weightedArea; // Montecarlo sampling. double floatSampleNum = 0.0; for(FaceIterator fi=m.face.begin(); fi != m.face.end(); fi++) { // compute # samples in the current face (taking into account of the remainders) floatSampleNum += WeightedArea(*fi,rH) * samplePerAreaUnit; int faceSampleNum = (int) floatSampleNum; // for every sample p_i in T... for(int i=0; i < faceSampleNum; i++) ps.AddFace(*fi,RandomBarycentric()); floatSampleNum -= (double) faceSampleNum; } } // Subdivision sampling of a single face. // return number of added samples static int SingleFaceSubdivision(int sampleNum, const CoordType & v0, const CoordType & v1, const CoordType & v2, VertexSampler &ps, FacePointer fp, bool randSample) { // recursive face subdivision. if(sampleNum == 1) { // ground case. CoordType SamplePoint; if(randSample) { CoordType rb=RandomBarycentric(); SamplePoint=v0*rb[0]+v1*rb[1]+v2*rb[2]; } else SamplePoint=((v0+v1+v2)*(1.0f/3.0f)); ps.AddFace(*fp,SamplePoint); return 1; } int s0 = sampleNum /2; int s1 = sampleNum-s0; assert(s0>0); assert(s1>0); ScalarType w0 = ScalarType(s1)/ScalarType(sampleNum); ScalarType w1 = 1.0-w0; // compute the longest edge. ScalarType maxd01 = SquaredDistance(v0,v1); ScalarType maxd12 = SquaredDistance(v1,v2); ScalarType maxd20 = SquaredDistance(v2,v0); int res; if(maxd01 > maxd12) if(maxd01 > maxd20) res = 0; else res = 2; else if(maxd12 > maxd20) res = 1; else res = 2; int faceSampleNum=0; // break the input triangle along the midpoint of the longest edge. CoordType pp; switch(res) { case 0 : pp = v0*w0 + v1*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,pp,v2,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,pp,v1,v2,ps,fp,randSample); break; case 1 : pp = v1*w0 + v2*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,v1,pp,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,v0,pp,v2,ps,fp,randSample); break; case 2 : pp = v0*w0 + v2*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,v1,pp,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,pp,v1,v2,ps,fp,randSample); break; } return faceSampleNum; } /// Compute a sampling of the surface where the points are regularly scattered over the face surface using a recursive longest-edge subdivision rule. static void FaceSubdivision(MeshType & m, VertexSampler &ps,int sampleNum, bool randSample) { ScalarType area = Stat::ComputeMeshArea(m); ScalarType samplePerAreaUnit = sampleNum/area; std::vector faceVec; FillAndShuffleFacePointerVector(m,faceVec); vcg::tri::UpdateNormal::PerFaceNormalized(m); double floatSampleNum = 0.0; int faceSampleNum; // Subdivision sampling. typename std::vector::iterator fi; for(fi=faceVec.begin(); fi!=faceVec.end(); fi++) { const CoordType b0(1.0, 0.0, 0.0); const CoordType b1(0.0, 1.0, 0.0); const CoordType b2(0.0, 0.0, 1.0); // compute # samples in the current face. floatSampleNum += 0.5*DoubleArea(**fi) * samplePerAreaUnit; faceSampleNum = (int) floatSampleNum; if(faceSampleNum>0) faceSampleNum = SingleFaceSubdivision(faceSampleNum,b0,b1,b2,ps,*fi,randSample); floatSampleNum -= (double) faceSampleNum; } } //--------- // Subdivision sampling of a single face. // return number of added samples static int SingleFaceSubdivisionOld(int sampleNum, const CoordType & v0, const CoordType & v1, const CoordType & v2, VertexSampler &ps, FacePointer fp, bool randSample) { // recursive face subdivision. if(sampleNum == 1) { // ground case. CoordType SamplePoint; if(randSample) { CoordType rb=RandomBarycentric(); SamplePoint=v0*rb[0]+v1*rb[1]+v2*rb[2]; } else SamplePoint=((v0+v1+v2)*(1.0f/3.0f)); CoordType SampleBary; InterpolationParameters(*fp,SamplePoint,SampleBary); ps.AddFace(*fp,SampleBary); return 1; } int s0 = sampleNum /2; int s1 = sampleNum-s0; assert(s0>0); assert(s1>0); ScalarType w0 = ScalarType(s1)/ScalarType(sampleNum); ScalarType w1 = 1.0-w0; // compute the longest edge. ScalarType maxd01 = SquaredDistance(v0,v1); ScalarType maxd12 = SquaredDistance(v1,v2); ScalarType maxd20 = SquaredDistance(v2,v0); int res; if(maxd01 > maxd12) if(maxd01 > maxd20) res = 0; else res = 2; else if(maxd12 > maxd20) res = 1; else res = 2; int faceSampleNum=0; // break the input triangle along the midpoint of the longest edge. CoordType pp; switch(res) { case 0 : pp = v0*w0 + v1*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,pp,v2,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,pp,v1,v2,ps,fp,randSample); break; case 1 : pp = v1*w0 + v2*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,v1,pp,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,v0,pp,v2,ps,fp,randSample); break; case 2 : pp = v0*w0 + v2*w1; faceSampleNum+=SingleFaceSubdivision(s0,v0,v1,pp,ps,fp,randSample); faceSampleNum+=SingleFaceSubdivision(s1,pp,v1,v2,ps,fp,randSample); break; } return faceSampleNum; } /// Compute a sampling of the surface where the points are regularly scattered over the face surface using a recursive longest-edge subdivision rule. static void FaceSubdivisionOld(MeshType & m, VertexSampler &ps,int sampleNum, bool randSample) { ScalarType area = Stat::ComputeMeshArea(m); ScalarType samplePerAreaUnit = sampleNum/area; std::vector faceVec; FillAndShuffleFacePointerVector(m,faceVec); tri::UpdateNormal::PerFaceNormalized(m); double floatSampleNum = 0.0; int faceSampleNum; // Subdivision sampling. typename std::vector::iterator fi; for(fi=faceVec.begin(); fi!=faceVec.end(); fi++) { // compute # samples in the current face. floatSampleNum += 0.5*DoubleArea(**fi) * samplePerAreaUnit; faceSampleNum = (int) floatSampleNum; if(faceSampleNum>0) faceSampleNum = SingleFaceSubdivision(faceSampleNum,(**fi).V(0)->cP(), (**fi).V(1)->cP(), (**fi).V(2)->cP(),ps,*fi,randSample); floatSampleNum -= (double) faceSampleNum; } } //--------- // Similar Triangles sampling. // Skip vertex and edges // Sample per edges includes vertexes, so here we should expect n_samples_per_edge >=4 static int SingleFaceSimilar(FacePointer fp, VertexSampler &ps, int n_samples_per_edge) { int n_samples=0; int i, j; float segmentNum=n_samples_per_edge -1 ; float segmentLen = 1.0/segmentNum; // face sampling. for(i=1; i < n_samples_per_edge-1; i++) for(j=1; j < n_samples_per_edge-1-i; j++) { //AddSample( v0 + (V1*(double)i + V2*(double)j) ); CoordType sampleBary(i*segmentLen,j*segmentLen, 1.0 - (i*segmentLen+j*segmentLen) ) ; n_samples++; ps.AddFace(*fp,sampleBary); } return n_samples; } static int SingleFaceSimilarDual(FacePointer fp, VertexSampler &ps, int n_samples_per_edge, bool randomFlag) { int n_samples=0; float i, j; float segmentNum=n_samples_per_edge -1 ; float segmentLen = 1.0/segmentNum; // face sampling. for(i=0; i < n_samples_per_edge-1; i++) for(j=0; j < n_samples_per_edge-1-i; j++) { //AddSample( v0 + (V1*(double)i + V2*(double)j) ); CoordType V0((i+0)*segmentLen,(j+0)*segmentLen, 1.0 - ((i+0)*segmentLen+(j+0)*segmentLen) ) ; CoordType V1((i+1)*segmentLen,(j+0)*segmentLen, 1.0 - ((i+1)*segmentLen+(j+0)*segmentLen) ) ; CoordType V2((i+0)*segmentLen,(j+1)*segmentLen, 1.0 - ((i+0)*segmentLen+(j+1)*segmentLen) ) ; n_samples++; if(randomFlag) { CoordType rb=RandomBarycentric(); ps.AddFace(*fp, V0*rb[0]+V1*rb[1]+V2*rb[2]); } else ps.AddFace(*fp,(V0+V1+V2)/3.0); if( j < n_samples_per_edge-i-2 ) { CoordType V3((i+1)*segmentLen,(j+1)*segmentLen, 1.0 - ((i+1)*segmentLen+(j+1)*segmentLen) ) ; n_samples++; if(randomFlag) { CoordType rb=RandomBarycentric(); ps.AddFace(*fp, V3*rb[0]+V1*rb[1]+V2*rb[2]); } else ps.AddFace(*fp,(V3+V1+V2)/3.0); } } return n_samples; } // Similar sampling // Each triangle is subdivided into similar triangles following a generalization of the classical 1-to-4 splitting rule of triangles. // According to the level of subdivision you get 1, 4 , 9, 16 , triangles. // Depending on the kind of the sampling strategies we can have two different approach to choosing the sample points. // 1) you have already sampled both edges and vertices // 2) you are not going to take samples on edges and vertices. // // In the first case you have to consider only internal vertices of the subdivided triangles (to avoid multiple sampling of edges and vertices). // Therefore the number of internal points is ((k-3)*(k-2))/2. where k is the number of points on an edge (vertex included) // E.g. for k=4 you get 3 segments on each edges and the original triangle is subdivided // into 9 smaller triangles and you get (1*2)/2 == 1 only a single internal point. // So if you want N samples in a triangle you have to solve k^2 -5k +6 - 2N = 0 // from which you get: // // 5 + sqrt( 1 + 8N ) // k = ------------------- // 2 // // In the second case if you are not interested to skip the sampling on edges and vertices you have to consider as sample number the number of triangles. // So if you want N samples in a triangle, the number of points on an edge (vertex included) should be simply: // k = 1 + sqrt(N) // examples: // N = 4 -> k = 3 // N = 9 -> k = 4 //template //void Sampling::SimilarFaceSampling() static void FaceSimilar(MeshType & m, VertexSampler &ps,int sampleNum, bool dualFlag, bool randomFlag) { ScalarType area = Stat::ComputeMeshArea(m); ScalarType samplePerAreaUnit = sampleNum/area; // Similar Triangles sampling. int n_samples_per_edge; double n_samples_decimal = 0.0; FaceIterator fi; for(fi=m.face.begin(); fi != m.face.end(); fi++) { // compute # samples in the current face. n_samples_decimal += 0.5*DoubleArea(*fi) * samplePerAreaUnit; int n_samples = (int) n_samples_decimal; if(n_samples>0) { // face sampling. if(dualFlag) { n_samples_per_edge = (int)((sqrt(1.0+8.0*(double)n_samples) +5.0)/2.0); // original for non dual case n_samples = SingleFaceSimilar(&*fi,ps, n_samples_per_edge); } else { n_samples_per_edge = (int)(sqrt((double)n_samples) +1.0); n_samples = SingleFaceSimilarDual(&*fi,ps, n_samples_per_edge,randomFlag); } } n_samples_decimal -= (double) n_samples; } } // Rasterization fuction // Take a triangle // T deve essere una classe funzionale che ha l'operatore () // con due parametri x,y di tipo S esempio: // class Foo { public void operator()(int x, int y ) { ??? } }; // This function does rasterization with a safety buffer area, thus accounting some points actually outside triangle area // The safety area samples are generated according to face flag BORDER which should be true for texture space border edges // Use correctSafePointsBaryCoords = true to map safety texels to closest point barycentric coords (on edge). static void SingleFaceRaster(typename MeshType::FaceType &f, VertexSampler &ps, const Point2 & v0, const Point2 & v1, const Point2 & v2, bool correctSafePointsBaryCoords=true) { typedef typename MeshType::ScalarType S; // Calcolo bounding box Box2i bbox; Box2 bboxf; bboxf.Add(v0); bboxf.Add(v1); bboxf.Add(v2); bbox.min[0] = floor(bboxf.min[0]); bbox.min[1] = floor(bboxf.min[1]); bbox.max[0] = ceil(bboxf.max[0]); bbox.max[1] = ceil(bboxf.max[1]); // Calcolo versori degli spigoli Point2 d10 = v1 - v0; Point2 d21 = v2 - v1; Point2 d02 = v0 - v2; // Preparazione prodotti scalari S b0 = (bbox.min[0]-v0[0])*d10[1] - (bbox.min[1]-v0[1])*d10[0]; S b1 = (bbox.min[0]-v1[0])*d21[1] - (bbox.min[1]-v1[1])*d21[0]; S b2 = (bbox.min[0]-v2[0])*d02[1] - (bbox.min[1]-v2[1])*d02[0]; // Preparazione degli steps S db0 = d10[1]; S db1 = d21[1]; S db2 = d02[1]; // Preparazione segni S dn0 = -d10[0]; S dn1 = -d21[0]; S dn2 = -d02[0]; //Calculating orientation bool flipped = !(d02 * vcg::Point2(-d10[1], d10[0]) >= 0); // Calculating border edges Segment2 borderEdges[3]; S edgeLength[3]; unsigned char edgeMask = 0; if (f.IsB(0)) { borderEdges[0] = Segment2(v0, v1); edgeLength[0] = borderEdges[0].Length(); edgeMask |= 1; } if (f.IsB(1)) { borderEdges[1] = Segment2(v1, v2); edgeLength[1] = borderEdges[1].Length(); edgeMask |= 2; } if (f.IsB(2)) { borderEdges[2] = Segment2(v2, v0); edgeLength[2] = borderEdges[2].Length(); edgeMask |= 4; } // Rasterizzazione double de = v0[0]*v1[1]-v0[0]*v2[1]-v1[0]*v0[1]+v1[0]*v2[1]-v2[0]*v1[1]+v2[0]*v0[1]; for(int x=bbox.min[0]-1;x<=bbox.max[0]+1;++x) { bool in = false; S n[3] = { b0-db0-dn0, b1-db1-dn1, b2-db2-dn2}; for(int y=bbox.min[1]-1;y<=bbox.max[1]+1;++y) { if( ((n[0]>=0 && n[1]>=0 && n[2]>=0) || (n[0]<=0 && n[1]<=0 && n[2]<=0)) && (de != 0)) { typename MeshType::CoordType baryCoord; baryCoord[0] = double(-y*v1[0]+v2[0]*y+v1[1]*x-v2[0]*v1[1]+v1[0]*v2[1]-x*v2[1])/de; baryCoord[1] = -double( x*v0[1]-x*v2[1]-v0[0]*y+v0[0]*v2[1]-v2[0]*v0[1]+v2[0]*y)/de; baryCoord[2] = 1-baryCoord[0]-baryCoord[1]; ps.AddTextureSample(f, baryCoord, Point2i(x,y), 0); in = true; } else { // Check whether a pixel outside (on a border edge side) triangle affects color inside it Point2 px(x, y); Point2 closePoint; int closeEdge = -1; S minDst = FLT_MAX; // find the closest point (on some edge) that lies on the 2x2 squared neighborhood of the considered point for (int i=0; i<3; ++i) { if (edgeMask & (1 << i)) { Point2 close; S dst; if ( ((!flipped) && (n[i]<0)) || ( flipped && (n[i]>0)) ) { dst = ((close = ClosestPoint(borderEdges[i], px)) - px).Norm(); if(dst < minDst && close.X() > px.X()-1 && close.X() < px.X()+1 && close.Y() > px.Y()-1 && close.Y() < px.Y()+1) { minDst = dst; closePoint = close; closeEdge = i; } } } } if (closeEdge >= 0) { typename MeshType::CoordType baryCoord; if (correctSafePointsBaryCoords) { // Add x,y sample with closePoint barycentric coords (on edge) baryCoord[closeEdge] = (closePoint - borderEdges[closeEdge].P1()).Norm()/edgeLength[closeEdge]; baryCoord[(closeEdge+1)%3] = 1 - baryCoord[closeEdge]; baryCoord[(closeEdge+2)%3] = 0; } else { // Add x,y sample with his own barycentric coords (off edge) baryCoord[0] = double(-y*v1[0]+v2[0]*y+v1[1]*x-v2[0]*v1[1]+v1[0]*v2[1]-x*v2[1])/de; baryCoord[1] = -double( x*v0[1]-x*v2[1]-v0[0]*y+v0[0]*v2[1]-v2[0]*v0[1]+v2[0]*y)/de; baryCoord[2] = 1-baryCoord[0]-baryCoord[1]; } ps.AddTextureSample(f, baryCoord, Point2i(x,y), minDst); in = true; } } n[0] += dn0; n[1] += dn1; n[2] += dn2; } b0 += db0; b1 += db1; b2 += db2; } } // check the radius constrain static bool checkPoissonDisk(SampleSHT & sht, const Point3 & p, ScalarType radius) { // get the samples closest to the given one std::vector closests; typedef VertTmark MarkerVert; static MarkerVert mv; Box3f bb(p-Point3f(radius,radius,radius),p+Point3f(radius,radius,radius)); GridGetInBox(sht, mv, bb, closests); ScalarType r2 = radius*radius; for(int i=0; icP()) < r2) return false; return true; } struct PoissonDiskParam { PoissonDiskParam() { adaptiveRadiusFlag = false; bestSampleChoiceFlag = true; bestSamplePoolSize = 10; radiusVariance =1; MAXLEVELS = 5; invertQuality = false; preGenFlag = false; preGenMesh = NULL; geodesicDistanceFlag = false; } struct Stat { int montecarloTime; int gridTime; int pruneTime; int totalTime; Point3i gridSize; int gridCellNum; size_t sampleNum; int montecarloSampleNum; }; bool geodesicDistanceFlag; bool bestSampleChoiceFlag; // In poisson disk pruning when we choose a sample in a cell, we choose the sample that remove the minimal number of other samples. This previlege the "on boundary" samples. int bestSamplePoolSize; bool adaptiveRadiusFlag; float radiusVariance; bool invertQuality; bool preGenFlag; // when generating a poisson distribution, you can initialize the set of computed points with // ALL the vertices of another mesh. Useful for building progressive//prioritize refinements. MeshType *preGenMesh; // There are two ways of passing the pregen vertexes to the pruning, 1) is with a mesh pointer // 2) with a per vertex attribute. int MAXLEVELS; Stat pds; }; // generate Poisson-disk sample using a set of pre-generated samples (with the Montecarlo algorithm) // It always return a point. static VertexPointer getSampleFromCell(Point3i &cell, MontecarloSHT & samplepool) { MontecarloSHTIterator cellBegin, cellEnd; samplepool.Grid(cell, cellBegin, cellEnd); return *cellBegin; } // Given a cell of the grid it search the point that remove the minimum number of other samples // it linearly scan all the points of a cell. static VertexPointer getBestPrecomputedMontecarloSample(Point3i &cell, MontecarloSHT & samplepool, ScalarType diskRadius, const PoissonDiskParam &pp) { MontecarloSHTIterator cellBegin,cellEnd; samplepool.Grid(cell, cellBegin, cellEnd); VertexPointer bestSample=0; int minRemoveCnt = std::numeric_limits::max(); std::vector inSphVec; int i=0; for(MontecarloSHTIterator ci=cellBegin; ci!=cellEnd && iQ(); int curRemoveCnt = samplepool.CountInSphere(sp->cP(),diskRadius,inSphVec); if(curRemoveCnt < minRemoveCnt) { bestSample = sp; minRemoveCnt = curRemoveCnt; } } return bestSample; } static ScalarType ComputePoissonDiskRadius(MeshType &origMesh, int sampleNum) { ScalarType meshArea = Stat::ComputeMeshArea(origMesh); // Manage approximately the PointCloud Case, use the half a area of the bbox. // TODO: If you had the radius a much better approximation could be done. if(meshArea ==0) { meshArea = (origMesh.bbox.DimX()*origMesh.bbox.DimY() + origMesh.bbox.DimX()*origMesh.bbox.DimZ() + origMesh.bbox.DimY()*origMesh.bbox.DimZ()); } ScalarType diskRadius = sqrt(meshArea / (0.7 * M_PI * sampleNum)); // 0.7 is a density factor return diskRadius; } static int ComputePoissonSampleNum(MeshType &origMesh, ScalarType diskRadius) { ScalarType meshArea = Stat::ComputeMeshArea(origMesh); int sampleNum = meshArea / (diskRadius*diskRadius *M_PI *0.7) ; // 0.7 is a density factor return sampleNum; } /// When performing an adptive pruning for each sample we expect a varying radius to be removed. /// The radius is a PerVertex attribute that we compute from the current quality /// /// the expected radius of the sample is computed so that /// it linearly maps the quality between diskradius and diskradius*variance /// in other words the radius static void InitRadiusHandleFromQuality(MeshType &sampleMesh, PerVertexFloatAttribute &rH, ScalarType diskRadius, ScalarType radiusVariance, bool invert) { std::pair minmax = tri::Stat::ComputePerVertexQualityMinMax( sampleMesh); float minRad = diskRadius ; float maxRad = diskRadius * radiusVariance; float deltaQ = minmax.second-minmax.first; float deltaRad = maxRad-minRad; for (VertexIterator vi = sampleMesh.vert.begin(); vi != sampleMesh.vert.end(); vi++) { rH[*vi] = minRad + deltaRad*((invert ? minmax.second - (*vi).Q() : (*vi).Q() - minmax.first )/deltaQ); } } // initialize spatial hash table for searching // radius is the radius of empty disk centered over the samples (e.g. twice of the empty space disk) // This radius implies that when we pick a sample in a cell all that cell probably will not be touched again. // Howvever we must ensure that we do not put too many vertices inside each hash cell static void InitSpatialHashTable(MeshType &montecarloMesh, MontecarloSHT &montecarloSHT, ScalarType diskRadius, struct PoissonDiskParam pp=PoissonDiskParam()) { ScalarType cellsize = 2.0f* diskRadius / sqrt(3.0); float occupancyRatio=0; do { // inflating BoxType bb=montecarloMesh.bbox; assert(!bb.IsNull()); bb.Offset(cellsize); int sizeX = std::max(1,int(bb.DimX() / cellsize)); int sizeY = std::max(1,int(bb.DimY() / cellsize)); int sizeZ = std::max(1,int(bb.DimZ() / cellsize)); Point3i gridsize(sizeX, sizeY, sizeZ); montecarloSHT.InitEmpty(bb, gridsize); for (VertexIterator vi = montecarloMesh.vert.begin(); vi != montecarloMesh.vert.end(); vi++) if(!(*vi).IsD()) { montecarloSHT.Add(&(*vi)); } montecarloSHT.UpdateAllocatedCells(); pp.pds.gridSize = gridsize; pp.pds.gridCellNum = (int)montecarloSHT.AllocatedCells.size(); cellsize/=2.0f; occupancyRatio = float(montecarloMesh.vn) / float(montecarloSHT.AllocatedCells.size()); // qDebug(" %i / %i = %6.3f", montecarloMesh.vn , montecarloSHT.AllocatedCells.size(),occupancyRatio); } while( occupancyRatio> 100); } static void PoissonDiskPruningByNumber(VertexSampler &ps, MeshType &m, size_t sampleNum, ScalarType &diskRadius, PoissonDiskParam &pp, float tolerance=0.04, int maxIter=20) { size_t sampleNumMin = int(float(sampleNum)*(1.0f-tolerance)); size_t sampleNumMax = int(float(sampleNum)*(1.0f+tolerance)); float RangeMinRad = m.bbox.Diag()/50.0; float RangeMaxRad = m.bbox.Diag()/50.0; size_t RangeMinRadNum; size_t RangeMaxRadNum; // Note RangeMinRad < RangeMaxRad // but RangeMinRadNum > sampleNum > RangeMaxRadNum do { ps.reset(); RangeMinRad/=2.0f; PoissonDiskPruning(ps, m ,RangeMinRad,pp); RangeMinRadNum = pp.pds.sampleNum; // qDebug("PoissonDiskPruning Iteratin Min (%6.3f:%5i) instead of %i",RangeMinRad,RangeMinRadNum,sampleNum); } while(RangeMinRadNum < sampleNum); // if the number of sample is still smaller you have to make radius larger. do { ps.reset(); RangeMaxRad*=2.0f; PoissonDiskPruning(ps, m ,RangeMaxRad,pp); RangeMaxRadNum = pp.pds.sampleNum; // qDebug("PoissonDiskPruning Iteratin Max (%6.3f:%5i) instead of %i",RangeMaxRad,RangeMaxRadNum,sampleNum); } while(RangeMaxRadNum > sampleNum); float curRadius=RangeMaxRad; int iterCnt=0; while(iterCnt sampleNumMax) ) { iterCnt++; ps.reset(); curRadius=(RangeMaxRad+RangeMinRad)/2.0f; PoissonDiskPruning(ps, m ,curRadius,pp); qDebug("PoissonDiskPruning Iteratin (%6.3f:%5lu %6.3f:%5lu) Cur Radius %f -> %lu sample instead of %lu",RangeMinRad,RangeMinRadNum,RangeMaxRad,RangeMaxRadNum,curRadius,pp.pds.sampleNum,sampleNum); if(pp.pds.sampleNum > sampleNum){ RangeMinRad = curRadius; RangeMinRadNum = pp.pds.sampleNum; } if(pp.pds.sampleNum < sampleNum){ RangeMaxRad = curRadius; RangeMaxRadNum = pp.pds.sampleNum; } } diskRadius = curRadius; } /// This is the main function that is used to build a poisson distribuition /// starting from a dense sample cloud. /// Trivial approach that puts all the samples in a hashed UG and randomly choose a sample /// and remove all the points in the sphere centered on the chosen sample static void PoissonDiskPruning(VertexSampler &ps, MeshType &montecarloMesh, ScalarType diskRadius, PoissonDiskParam &pp) { tri::RequireCompactness(montecarloMesh); if(pp.adaptiveRadiusFlag) tri::RequirePerVertexQuality(montecarloMesh); int t0 = clock(); // spatial index of montecarlo samples - used to choose a new sample to insert MontecarloSHT montecarloSHT; InitSpatialHashTable(montecarloMesh,montecarloSHT,diskRadius,pp); // if we are doing variable density sampling we have to prepare the handle that keeps the the random samples expected radii. // At this point we just assume that there is the quality values as sampled from the base mesh PerVertexFloatAttribute rH = tri::Allocator:: template GetPerVertexAttribute (montecarloMesh,"radius"); if(pp.adaptiveRadiusFlag) InitRadiusHandleFromQuality(montecarloMesh, rH, diskRadius, pp.radiusVariance, pp.invertQuality); unsigned int (*p_myrandom)(unsigned int) = RandomInt; std::random_shuffle(montecarloSHT.AllocatedCells.begin(),montecarloSHT.AllocatedCells.end(), p_myrandom); int t1 = clock(); pp.pds.montecarloSampleNum = montecarloMesh.vn; pp.pds.sampleNum =0; int removedCnt=0; // Initial pass for pruning the Hashed grid with the an eventual pre initialized set of samples if(pp.preGenFlag) { if(pp.preGenMesh==0) { typename MeshType::template PerVertexAttributeHandle fixed; fixed = tri::Allocator:: template GetPerVertexAttribute (montecarloMesh,"fixed"); for(VertexIterator vi=montecarloMesh.vert.begin();vi!=montecarloMesh.vert.end();++vi) if(fixed[*vi]) { pp.pds.sampleNum++; ps.AddVert(*vi); removedCnt += montecarloSHT.RemoveInSphere(vi->cP(),diskRadius); } } else { for(VertexIterator vi =pp.preGenMesh->vert.begin(); vi!=pp.preGenMesh->vert.end();++vi) { ps.AddVert(*vi); pp.pds.sampleNum++; removedCnt += montecarloSHT.RemoveInSphere(vi->cP(),diskRadius); } } montecarloSHT.UpdateAllocatedCells(); } vertex::ApproximateGeodesicDistanceFunctor GDF; while(!montecarloSHT.AllocatedCells.empty()) { removedCnt=0; for (size_t i = 0; i < montecarloSHT.AllocatedCells.size(); i++) { if( montecarloSHT.EmptyCell(montecarloSHT.AllocatedCells[i]) ) continue; ScalarType currentRadius =diskRadius; VertexPointer sp; if(pp.bestSampleChoiceFlag) sp = getBestPrecomputedMontecarloSample(montecarloSHT.AllocatedCells[i], montecarloSHT, diskRadius, pp); else sp = getSampleFromCell(montecarloSHT.AllocatedCells[i], montecarloSHT); if(pp.adaptiveRadiusFlag) currentRadius = rH[sp]; ps.AddVert(*sp); pp.pds.sampleNum++; if(pp.geodesicDistanceFlag) removedCnt += montecarloSHT.RemoveInSphereNormal(sp->cP(),sp->cN(),GDF,currentRadius); else removedCnt += montecarloSHT.RemoveInSphere(sp->cP(),currentRadius); } montecarloSHT.UpdateAllocatedCells(); } int t2 = clock(); pp.pds.gridTime = t1-t0; pp.pds.pruneTime = t2-t1; } /** Compute a Poisson-disk sampling of the surface. * The radius of the disk is computed according to the estimated sampling density. * * This algorithm is an adaptation of the algorithm of White et al. : * * "Poisson Disk Point Set by Hierarchical Dart Throwing" * K. B. White, D. Cline, P. K. Egbert, * IEEE Symposium on Interactive Ray Tracing, 2007, * 10-12 Sept. 2007, pp. 129-132. */ static void HierarchicalPoissonDisk(MeshType &origMesh, VertexSampler &ps, MeshType &montecarloMesh, ScalarType diskRadius, const struct PoissonDiskParam pp=PoissonDiskParam()) { // int t0=clock(); // spatial index of montecarlo samples - used to choose a new sample to insert MontecarloSHT montecarloSHTVec[5]; // initialize spatial hash table for searching // radius is the radius of empty disk centered over the samples (e.g. twice of the empty space disk) // This radius implies that when we pick a sample in a cell all that cell will not be touched again. ScalarType cellsize = 2.0f* diskRadius / sqrt(3.0); // inflating BoxType bb=origMesh.bbox; bb.Offset(cellsize); int sizeX = std::max(1.0f,bb.DimX() / cellsize); int sizeY = std::max(1.0f,bb.DimY() / cellsize); int sizeZ = std::max(1.0f,bb.DimZ() / cellsize); Point3i gridsize(sizeX, sizeY, sizeZ); // spatial hash table of the generated samples - used to check the radius constrain SampleSHT checkSHT; checkSHT.InitEmpty(bb, gridsize); // sampling algorithm // ------------------ // // - generate millions of samples using montecarlo algorithm // - extract a cell (C) from the active cell list (with probability proportional to cell's volume) // - generate a sample inside C by choosing one of the contained pre-generated samples // - if the sample violates the radius constrain discard it, and add the cell to the cells-to-subdivide list // - iterate until the active cell list is empty or a pre-defined number of subdivisions is reached // int level = 0; // initialize spatial hash to index pre-generated samples montecarloSHTVec[0].InitEmpty(bb, gridsize); // create active cell list for (VertexIterator vi = montecarloMesh.vert.begin(); vi != montecarloMesh.vert.end(); vi++) montecarloSHTVec[0].Add(&(*vi)); montecarloSHTVec[0].UpdateAllocatedCells(); // if we are doing variable density sampling we have to prepare the random samples quality with the correct expected radii. PerVertexFloatAttribute rH = tri::Allocator:: template GetPerVertexAttribute (montecarloMesh,"radius"); if(pp.adaptiveRadiusFlag) InitRadiusHandleFromQuality(montecarloMesh, rH, diskRadius, pp.radiusVariance, pp.invertQuality); do { MontecarloSHT &montecarloSHT = montecarloSHTVec[level]; if(level>0) {// initialize spatial hash with the remaining points montecarloSHT.InitEmpty(bb, gridsize); // create active cell list for (typename MontecarloSHT::HashIterator hi = montecarloSHTVec[level-1].hash_table.begin(); hi != montecarloSHTVec[level-1].hash_table.end(); hi++) montecarloSHT.Add((*hi).second); montecarloSHT.UpdateAllocatedCells(); } // shuffle active cells unsigned int (*p_myrandom)(unsigned int) = RandomInt; std::random_shuffle(montecarloSHT.AllocatedCells.begin(),montecarloSHT.AllocatedCells.end(), p_myrandom); // generate a sample inside C by choosing one of the contained pre-generated samples ////////////////////////////////////////////////////////////////////////////////////////// int removedCnt=montecarloSHT.hash_table.size(); int addedCnt=checkSHT.hash_table.size(); for (int i = 0; i < montecarloSHT.AllocatedCells.size(); i++) { for(int j=0;j<4;j++) { if( montecarloSHT.EmptyCell(montecarloSHT.AllocatedCells[i]) ) continue; // generate a sample chosen from the pre-generated one typename MontecarloSHT::HashIterator hi = montecarloSHT.hash_table.find(montecarloSHT.AllocatedCells[i]); if(hi==montecarloSHT.hash_table.end()) {break;} VertexPointer sp = (*hi).second; // vr spans between 3.0*r and r / 4.0 according to vertex quality ScalarType sampleRadius = diskRadius; if(pp.adaptiveRadiusFlag) sampleRadius = rH[sp]; if (checkPoissonDisk(checkSHT, sp->cP(), sampleRadius)) { ps.AddVert(*sp); montecarloSHT.RemoveCell(sp); checkSHT.Add(sp); break; } else montecarloSHT.RemovePunctual(sp); } } addedCnt = checkSHT.hash_table.size()-addedCnt; removedCnt = removedCnt-montecarloSHT.hash_table.size(); // proceed to the next level of subdivision // increase grid resolution gridsize *= 2; // level++; } while(level < 5); } //template //void Sampling::SimilarFaceSampling() // This function also generates samples outside faces if those affects faces in texture space. // Use correctSafePointsBaryCoords = true to map safety texels to closest point barycentric coords (on edge) // otherwise obtained samples will map to barycentric coord actually outside face // // If you don't need to get those extra points clear faces Border Flags // vcg::tri::UpdateFlags::FaceClearB(m); // // Else make sure to update border flags from texture space FFadj // vcg::tri::UpdateTopology::FaceFaceFromTexCoord(m); // vcg::tri::UpdateFlags::FaceBorderFromFF(m); static void Texture(MeshType & m, VertexSampler &ps, int textureWidth, int textureHeight, bool correctSafePointsBaryCoords=true) { typedef Point2 Point2x; printf("Similar Triangles face sampling\n"); for(FaceIterator fi=m.face.begin(); fi != m.face.end(); fi++) if (!fi->IsD()) { Point2x ti[3]; for(int i=0;i<3;++i) ti[i]=Point2x((*fi).WT(i).U() * textureWidth - 0.5, (*fi).WT(i).V() * textureHeight - 0.5); // - 0.5 constants are used to obtain correct texture mapping SingleFaceRaster(*fi, ps, ti[0],ti[1],ti[2], correctSafePointsBaryCoords); } } typedef GridStaticPtr TriMeshGrid; class RRParam { public: float offset; float minDiag; tri::FaceTmark markerFunctor; TriMeshGrid gM; }; static void RegularRecursiveOffset(MeshType & m, std::vector &pvec, ScalarType offset, float minDiag) { Box3 bb=m.bbox; bb.Offset(offset*2.0); RRParam rrp; rrp.markerFunctor.SetMesh(&m); rrp.gM.Set(m.face.begin(),m.face.end(),bb); rrp.offset=offset; rrp.minDiag=minDiag; SubdivideAndSample(m, pvec, bb, rrp, bb.Diag()); } static void SubdivideAndSample(MeshType & m, std::vector &pvec, const Box3 bb, RRParam &rrp, float curDiag) { CoordType startPt = bb.Center(); ScalarType dist; // Compute mesh point nearest to bb center FaceType *nearestF=0; ScalarType dist_upper_bound = curDiag+rrp.offset; CoordType closestPt; vcg::face::PointDistanceBaseFunctor PDistFunct; dist=dist_upper_bound; nearestF = rrp.gM.GetClosest(PDistFunct,rrp.markerFunctor,startPt,dist_upper_bound,dist,closestPt); curDiag /=2; if(dist < dist_upper_bound) { if(curDiag/3 < rrp.minDiag) //store points only for the last level of recursion (?) { if(rrp.offset==0) pvec.push_back(closestPt); else { if(dist>rrp.offset) // points below the offset threshold cannot be displaced at the right offset distance, we can only make points nearer. { CoordType delta = startPt-closestPt; pvec.push_back(closestPt+delta*(rrp.offset/dist)); } } } if(curDiag < rrp.minDiag) return; CoordType hs = (bb.max-bb.min)/2; for(int i=0;i<2;i++) for(int j=0;j<2;j++) for(int k=0;k<2;k++) SubdivideAndSample(m, pvec, BoxType(CoordType( bb.min[0]+i*hs[0], bb.min[1]+j*hs[1], bb.min[2]+k*hs[2]), CoordType(startPt[0]+i*hs[0], startPt[1]+j*hs[1], startPt[2]+k*hs[2]) ), rrp,curDiag ); } } }; // end sampling class template typename MeshType::ScalarType ComputePoissonDiskRadius(MeshType &origMesh, int sampleNum) { typedef typename MeshType::ScalarType ScalarType; ScalarType meshArea = Stat::ComputeMeshArea(origMesh); // Manage approximately the PointCloud Case, use the half a area of the bbox. // TODO: If you had the radius a much better approximation could be done. if(meshArea ==0) { meshArea = (origMesh.bbox.DimX()*origMesh.bbox.DimY() + origMesh.bbox.DimX()*origMesh.bbox.DimZ() + origMesh.bbox.DimY()*origMesh.bbox.DimZ()); } ScalarType diskRadius = sqrt(meshArea / (0.7 * M_PI * sampleNum)); // 0.7 is a density factor return diskRadius; } template void MontecarloSampling(MeshType &m, // the mesh that has to be sampled MeshType &mm, // the mesh that will contain the samples int sampleNum) // the desired number sample, if zero you must set the radius to the wanted value { typedef tri::MeshSampler BaseSampler; MeshSampler mcSampler(&mm); tri::SurfaceSampling::Montecarlo(m, mcSampler, sampleNum); } template void MontecarloSampling(MeshType &m, // the mesh that has to be sampled std::vector &montercarloSamples, // the vector that will contain the set of points int sampleNum) // the desired number sample, if zero you must set the radius to the wanted value { typedef tri::TrivialSampler BaseSampler; BaseSampler mcSampler(montercarloSamples); tri::SurfaceSampling::Montecarlo(m, mcSampler, sampleNum); } // Yet another simpler wrapper for the generation of a poisson disk distribution over a mesh. // template void PoissonSampling(MeshType &m, // the mesh that has to be sampled std::vector &poissonSamples, // the vector that will contain the set of points int sampleNum, // the desired number sample, if zero you must set the radius to the wanted value typename MeshType::ScalarType &radius, // the Poisson Disk Radius (used if sampleNum==0, setted if sampleNum!=0) typename MeshType::ScalarType radiusVariance=1, typename MeshType::ScalarType PruningByNumberTolerance=0.04f) { typedef tri::TrivialSampler BaseSampler; typedef tri::MeshSampler MontecarloSampler; typename tri::SurfaceSampling::PoissonDiskParam pp; int t0=clock(); // if(sampleNum>0) radius = tri::SurfaceSampling::ComputePoissonDiskRadius(m,sampleNum); if(radius>0 && sampleNum==0) sampleNum = tri::SurfaceSampling::ComputePoissonSampleNum(m,radius); pp.pds.sampleNum = sampleNum; poissonSamples.clear(); // std::vector MontecarloSamples; MeshType MontecarloMesh; // First step build the sampling MontecarloSampler mcSampler(MontecarloMesh); BaseSampler pdSampler(poissonSamples); tri::SurfaceSampling::Montecarlo(m, mcSampler, std::max(10000,sampleNum*40)); tri::UpdateBounding::Box(MontecarloMesh); // tri::Build(MontecarloMesh, MontecarloSamples); int t1=clock(); pp.pds.montecarloTime = t1-t0; if(radiusVariance !=1) { pp.adaptiveRadiusFlag=true; pp.radiusVariance=radiusVariance; } if(sampleNum==0) tri::SurfaceSampling::PoissonDiskPruning(pdSampler, MontecarloMesh, radius,pp); else tri::SurfaceSampling::PoissonDiskPruningByNumber(pdSampler, MontecarloMesh, sampleNum, radius,pp,PruningByNumberTolerance); int t2=clock(); pp.pds.totalTime = t2-t0; } /// \brief Low level wrapper for Poisson Disk Pruning /// /// This function simply takes a mesh and a radius and returns a vector of vertex pointers listing the "surviving" points. // template void PoissonPruning(MeshType &m, // the mesh that has to be pruned std::vector &poissonSamples, // the vector that will contain the chosen set of points float radius, unsigned int randSeed=0) { typedef tri::TrivialPointerSampler BaseSampler; typename tri::SurfaceSampling::PoissonDiskParam pp; if(randSeed !=0) tri::SurfaceSampling::SamplingRandomGenerator().initialize(randSeed); tri::UpdateBounding::Box(m); BaseSampler pdSampler; tri::SurfaceSampling::PoissonDiskPruning(pdSampler, m, radius,pp); std::swap(pdSampler.sampleVec,poissonSamples); } /// \brief Low level wrapper for Poisson Disk Pruning /// /// This function simply takes a mesh and a radius and returns a vector /// of vertex pointers listing the "surviving" points. // template void PoissonPruning(MeshType &m, // the mesh that has to be pruned std::vector &poissonSamples, // the vector that will contain the chosen set of points float radius, unsigned int randSeed=0) { std::vector poissonSamplesVP; PoissonPruning(m,poissonSamplesVP,radius,randSeed); poissonSamples.resize(poissonSamplesVP.size()); for(size_t i=0;iP(); } /// \brief Very simple wrapping for the Exact Poisson Disk Pruning /// /// This function simply takes a mesh and an expected number of points and returns /// vector of points. It performs multiple attempts with varius radii to correctly get the expected number of samples. /// It is obviously much slower than the other versions... template void PoissonPruningExact(MeshType &m, /// the mesh that has to be pruned std::vector &poissonSamples, /// the vector that will contain the chosen set of points typename MeshType::ScalarType & radius, int sampleNum, float tolerance=0.04, int maxIter=20) { size_t sampleNumMin = int(float(sampleNum)*(1.0f-tolerance)); // the expected values range. size_t sampleNumMax = int(float(sampleNum)*(1.0f+tolerance)); // e.g. any sampling in [sampleNumMin, sampleNumMax] is OK float RangeMinRad = m.bbox.Diag()/10.0f; float RangeMaxRad = m.bbox.Diag()/10.0f; size_t RangeMinSampleNum; size_t RangeMaxSampleNum; std::vector poissonSamplesTmp; do { RangeMinRad/=2.0f; PoissonPruning(m,poissonSamplesTmp,RangeMinRad); RangeMinSampleNum = poissonSamplesTmp.size(); } while(RangeMinSampleNum < sampleNumMin); do { RangeMaxRad*=2.0f; PoissonPruning(m,poissonSamplesTmp,RangeMaxRad); RangeMaxSampleNum = poissonSamplesTmp.size(); } while(RangeMaxSampleNum > sampleNumMax); float curRadius; int iterCnt=0; while(iterCnt sampleNumMax) ) { curRadius=(RangeMaxRad+RangeMinRad)/2.0f; PoissonPruning(m,poissonSamplesTmp,curRadius); //qDebug("(%6.3f:%5i %6.3f:%5i) Cur Radius %f -> %i sample instead of %i",RangeMinRad,RangeMinSampleNum,RangeMaxRad,RangeMaxSampleNum,curRadius,poissonSamplesTmp.size(),sampleNum); if(poissonSamplesTmp.size() > sampleNum) RangeMinRad = curRadius; if(poissonSamplesTmp.size() < sampleNum) RangeMaxRad = curRadius; } swap(poissonSamples,poissonSamplesTmp); radius = curRadius; } } // end namespace tri } // end namespace vcg #endif