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#include "smooth.h"
#include <vector>
#include <algorithm>
#include <CGLA/Mat3x3f.h>
#include <CGLA/Vec3f.h>
#include "Manifold.h"
#include "VertexHandle.h"
#include "FaceHandle.h"
#include "HalfEdgeHandle.h"
#include "VertexCirculator.h"
#include "FaceCirculator.h"
namespace HMesh
{
using std::vector;
using std::cout;
using std::endl;
using std::flush;
using CGLA::Vec3f;
using CGLA::isnan;
Vec3f laplacian(const VertexHandle& vi)
{
Vec3f avg_pos(0);
int n = 0;
for(VertexCirculator vc(vi); !vc.end(); ++vc){
avg_pos += vc.vertex().get().pos;
++n;
}
return avg_pos / n - vi.get().pos;
}
void laplacian_smooth(Manifold& m, float t)
{
vector<Vec3f> pos(m.no_vertices());
int i=0;
for(VertexHandle vi = m.vertices_begin(); vi != m.vertices_end(); ++vi, ++i){
if(!is_boundary(vi))
pos[i] = t*laplacian(vi) + vi.get().pos;
}
i=0;
for(VertexHandle vi = m.vertices_begin(); vi != m.vertices_end(); ++vi, ++i){
if(!is_boundary(vi))
vi.get().pos = pos[i];
}
}
void taubin_smooth(Manifold& m, int max_iter)
{
for(int iter = 0; iter < max_iter; ++iter) {
vector<Vec3f> lap(m.no_vertices());
int i=0;
for(VertexHandle vi = m.vertices_begin(); vi != m.vertices_end(); ++vi, ++i){
if(!is_boundary(vi))
lap[i] = laplacian(vi);
}
i=0;
for(VertexHandle vi = m.vertices_begin(); vi != m.vertices_end(); ++vi, ++i){
if(!is_boundary(vi))
vi.get().pos += (iter%2 == 0) ? 0.5 * lap[i] : -0.52 * lap[i];
}
}
}
void face_neighbourhood(const FaceHandle& f, vector<Vec3f>& nbrs)
{
nbrs.push_back(normal(f));
for(FaceCirculator fc(f); !fc.end(); ++fc){
for(VertexCirculator vc(fc.vertex()); !vc.end(); ++vc){
FaceHandle fn = vc.face();
if(fn != NULL_FACE_HANDLE && fn.get().touched != f.get().touched){
Vec3f norm = normal(fn);
if(!isnan(sqr_length(norm)))
nbrs.push_back(norm);
else
cout << "bad normal detected" << endl;
fn.get().touched = f.get().touched;
}
}
}
}
Vec3f filtered_normal(const FaceHandle& f)
{
const float sigma = .1f;
vector<Vec3f> norms;
face_neighbourhood(f, norms);
float min_dist_sum=1e32f;
int median=-1;
for(unsigned int i=0;i<norms.size();++i)
{
float dist_sum = 0;
for(unsigned int j=0;j<norms.size(); ++j)
dist_sum += 1.0f - dot(norms[i], norms[j]);
if(dist_sum < min_dist_sum)
{
min_dist_sum = dist_sum;
median = i;
}
}
assert(median != -1);
Vec3f median_norm = norms[median];
Vec3f avg_norm(0);
for(unsigned int i=0;i<norms.size();++i)
{
float w = exp((dot(median_norm, norms[i])-1)/sigma);
if(w<1e-2) w = 0;
avg_norm += w*norms[i];
}
return normalize(avg_norm);
}
void fvm_smooth(HMesh::Manifold& m, int max_iter)
{
for(int iter = 0;iter<max_iter; ++iter)
{
for(FaceHandle f = m.faces_begin(); f != m.faces_end(); ++f){
f.get().touched = -1;
}
vector<Vec3f> filtered_norms(m.no_faces());
int i=0;
for(FaceHandle f = m.faces_begin(); f != m.faces_end(); ++f,++i){
f.get().touched = i;
filtered_norms[i] = filtered_normal(f);
}
cout << "Updating vertices" << flush;
m.enumerate_faces();
m.enumerate_vertices();
vector<Vec3f> vertex_positions(m.no_vertices());
for(int iter=0;iter<10;++iter)
{
for(VertexHandle vi = m.vertices_begin(); vi != m.vertices_end(); ++vi){
Vec3f move(0);
for(VertexCirculator vc(vi); !vc.end(); ++vc){
HalfEdgeHandle h = vc.halfedge();
FaceHandle f1 = h.face();
FaceHandle f2 = h.opp().face();
Vec3f dir = h.vert().get().pos - vi.get().pos;
if(f1 == NULL_FACE_HANDLE){
Vec3f n1 = filtered_norms[f1.get().touched];
move += 0.01 * n1 * dot(n1, dir);
}
if(f2 == NULL_FACE_HANDLE)
{
Vec3f n2 = filtered_norms[f2.get().touched];
move += 0.01 * n2 * dot(n2, dir);
}
}
vertex_positions[vi.get().touched] = vi.get().pos + move;
}
for(VertexHandle vi = m.vertices_begin(); vi!=m.vertices_end(); ++vi)
vi.get().pos = vertex_positions[vi.get().touched];
}
}
}
}