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/* ----------------------------------------------------------------------- *
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
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#include <algorithm>
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 * Copyright (C) the authors and DTU Informatics
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#include "CGLA/Mat3x3f.h"
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 * For license and list of authors, see ../../doc/intro.pdf
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 * ----------------------------------------------------------------------- */
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#include "smooth.h"
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#include "smooth.h"
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#include "HMesh/VertexCirculator.h"
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#include "HMesh/FaceCirculator.h"
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#include <vector>
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#include <algorithm>
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#include <CGLA/Mat3x3f.h>
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#include <CGLA/Vec3d.h>
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#include "Manifold.h"
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#include "AttributeVector.h"
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namespace HMesh
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namespace HMesh
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{
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{
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		using namespace std;
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    using namespace std;
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		using namespace CGLA;
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    using namespace CGLA;
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		using namespace HMesh;
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		Vec3f laplacian(VertexIter vi)
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    Vec3d laplacian(const Manifold& m, VertexID v)
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		{
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    {
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				Vec3f avg_pos(0);
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        Vec3d avg_pos(0);
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				int n=0;
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        int n = 0;
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				VertexCirculator vc(vi);
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        for(Walker w = m.walker(v); !w.full_circle(); w = w.circulate_vertex_cw()){
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				for(;!vc.end();++vc)
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				{
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						avg_pos += vc.get_vertex()->pos;
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            avg_pos += m.pos(w.vertex());
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						++n;
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            ++n;
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				}
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        }
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				return avg_pos/n-vi->pos;
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        return avg_pos / n - m.pos(v);
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		}
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    }
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		void laplacian_smooth(Manifold& m, float t)
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    void laplacian_smooth(Manifold& m, float t)
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		{
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    {
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				vector<Vec3f> pos(m.no_vertices());
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        VertexAttributeVector<Vec3d> pos(m.allocated_vertices());
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				int i=0;
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				for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); ++vi,++i)
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        for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
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						if(!is_boundary(vi))
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            if(!boundary(m, *v))
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								pos[i] =  t*laplacian(vi) + vi->pos;
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                pos[*v] =  t * laplacian(m, *v) + m.pos(*v);
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				i=0;
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        }
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				for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); ++vi,++i)
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        for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
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						if(!is_boundary(vi))
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            if(!boundary(m, *v))
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								vi->pos = pos[i];
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                m.pos(*v) = pos[*v];
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        }
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		}
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    }
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48
 
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		void taubin_smooth(Manifold& m, int max_iter)
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    void taubin_smooth(Manifold& m, int max_iter)
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		{
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    {
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				for(int iter=0;iter<max_iter;++iter)
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        for(int iter = 0; iter < max_iter; ++iter) {
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				{
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						vector<Vec3f> lap(m.no_vertices());
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            VertexAttributeVector<Vec3d> lap(m.allocated_vertices());
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						int i=0;
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						for(VertexIter vi = m.vertices_begin();	
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            for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
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								vi != m.vertices_end(); ++vi,++i)
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								if(!is_boundary(vi))
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                if(!boundary(m, *v))
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										lap[i] =  laplacian(vi);
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                    lap[*v] =  laplacian(m, *v);
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						i=0;
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            }
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						for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); 
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            for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
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								++vi,++i)
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								if(!is_boundary(vi))
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                if(!boundary(m, *v))
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										vi->pos += (iter%2 == 0) ? 
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                    m.pos(*v) += (iter%2 == 0) ? 0.5  * lap[*v] : -0.52 * lap[*v];
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												0.5  * lap[i] : 
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            }
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												-0.52 * lap[i];
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				}
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        }
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		}
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    }
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65
 
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		void face_neighbourhood(FaceIter f, vector<Vec3f>& nbrs)
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    void face_neighbourhood(Manifold& m, FaceAttributeVector<int>& touched, FaceID f, vector<Vec3d>& nbrs)
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		{	
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				nbrs.push_back(normal(f));
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				for(FaceCirculator fc(f); !fc.end(); ++fc)
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				{
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						for(VertexCirculator vc(fc.get_vertex()); !vc.end(); ++vc)
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						{
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    {	
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        nbrs.push_back(normal(m, f));
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        for(Walker wf = m.walker(f); !wf.full_circle(); wf = wf.circulate_face_cw()){
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            for(Walker wv = m.walker(wf.vertex()); !wv.full_circle(); wv = wv.circulate_vertex_cw()){
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								FaceIter fn = vc.get_face();
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                FaceID fn = wv.face();
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								if(fn != NULL_FACE_ITER && fn->touched != f->touched)
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                if(fn != InvalidFaceID && touched[fn] != touched[f]){
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								{
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										Vec3f norm = normal(fn);
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                    Vec3d norm = normal(m, fn);
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										if(!isnan(sqr_length(norm)))
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                    if(!isnan(sqr_length(norm)))
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												nbrs.push_back(norm);
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                        nbrs.push_back(norm);
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										else
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                    else
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												cout << "bad normal detected" << endl;
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                        cout << "bad normal detected" << endl;
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										fn->touched = f->touched;
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                    touched[fn] = touched[f];
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								}
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                }
79
						}
80
            }
80
				}
81
        }
81
		}
82
    }
82
 
83
 
83
 
84
 
84
 
85
 
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		Vec3f filtered_normal(FaceIter f)
86
    Vec3d filtered_normal(Manifold& m,  FaceAttributeVector<int>& touched, FaceID f)
86
		{
87
    {
87
				const float sigma = .1f;
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        const float sigma = .1f;
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89
 
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				vector<Vec3f> norms;
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        vector<Vec3d> norms;
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				face_neighbourhood(f, norms);
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        face_neighbourhood(m, touched, f, norms);
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				float min_dist_sum=1e32f;
92
        float min_dist_sum=1e32f;
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				int median=-1;
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        long int median=-1;
93
		
94
 
94
				for(unsigned int i=0;i<norms.size();++i)
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        for(size_t i=0;i<norms.size();++i)
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				{
96
        {
96
						float dist_sum = 0;
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            float dist_sum = 0;
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						for(unsigned int j=0;j<norms.size(); ++j)
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            for(size_t j=0;j<norms.size(); ++j)
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								dist_sum += 1.0f - dot(norms[i], norms[j]);
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                dist_sum += 1.0f - dot(norms[i], norms[j]);
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						if(dist_sum < min_dist_sum)
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            if(dist_sum < min_dist_sum)
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						{
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            {
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								min_dist_sum = dist_sum;
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                min_dist_sum = dist_sum;
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								median = i;
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                median = i;
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						}
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            }
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				}
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        }
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				assert(median != -1);
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        assert(median != -1);
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				Vec3f median_norm = norms[median];
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        Vec3d median_norm = norms[median];
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				Vec3f avg_norm(0);
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        Vec3d avg_norm(0);
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				for(unsigned int i=0;i<norms.size();++i)
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        for(size_t i=0;i<norms.size();++i)
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				{
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        {
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						float w = exp((dot(median_norm, norms[i])-1)/sigma);
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            float w = exp((dot(median_norm, norms[i])-1)/sigma);
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						if(w<1e-2) w = 0;
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            if(w<1e-2) w = 0;
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						avg_norm += w*norms[i];
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            avg_norm += w*norms[i];
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				}
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        }
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		void fvm_smooth(HMesh::Manifold& m, int max_iter)
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    void fvm_smooth(HMesh::Manifold& m, int max_iter)
118
		{
119
    {
119
				for(int iter = 0;iter<max_iter; ++iter)
120
        for(int iter = 0;iter<max_iter; ++iter)
120
				{
121
        {
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						for(FaceIter f = m.faces_begin(); f != m.faces_end(); ++f)
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            FaceAttributeVector<int> touched(m.allocated_faces(), -1);
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								f->touched = -1;
123
            FaceAttributeVector<Vec3d> filtered_norms(m.allocated_faces());
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124
 
124
						vector<Vec3f> filtered_norms(m.no_faces());
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						int i=0;
125
            int i = 0;
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						for(FaceIter f = m.faces_begin(); f != m.faces_end(); ++f,++i)
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            for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f,++i){
127
						{
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								f->touched = i;
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                touched[*f] = i;
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								filtered_norms[i] = filtered_normal(f);
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                filtered_norms[*f] = filtered_normal(m, touched, *f);
130
						}
129
            }
131
		
130
 
132
						cout << "Updating vertices" << flush;
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						m.enumerate_faces();
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						m.enumerate_vertices();
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						vector<Vec3f> vertex_positions(m.no_vertices());
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            VertexAttributeVector<Vec3d> vertex_positions(m.allocated_vertices());
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138
						for(int iter=0;iter<10;++iter)
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            for(int iter=0;iter<20;++iter)
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						{
134
            {
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								for(VertexIter vi=m.vertices_begin(); vi!=m.vertices_end(); ++vi)
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                for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
141
								{
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										Vec3f move(0);
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                    Vec3d move(0);
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										for(VertexCirculator vc(vi); !vc.end(); ++vc)
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                    for(Walker w = m.walker(*v); !w.full_circle(); w = w.circulate_vertex_cw()){
144
										{
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												HalfEdgeIter h = vc.get_halfedge();
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												FaceIter f1 = h->face;
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                        FaceID f1 = w.face();
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												FaceIter f2 = h->opp->face;
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                        FaceID f2 = w.opp().face();
148
												Vec3f dir = h->vert->pos - vi->pos;
140
                        Vec3d dir = m.pos(w.vertex()) - m.pos(*v);
149
 
141
 
150
												if(f1 != NULL_FACE_ITER)
142
                        if(f1 != InvalidFaceID){
151
												{
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														Vec3f n1 = filtered_norms[f1->touched];
143
                            Vec3d n1 = filtered_norms[f1];
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														move += 0.01 * n1 * dot(n1, dir);
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                            move += 0.05 * n1 * dot(n1, dir);
154
												}
145
                        }
155
												if(f2 != NULL_FACE_ITER)
146
                        if(f2 != InvalidFaceID)
156
												{
147
                        {
157
														Vec3f n2 = filtered_norms[f2->touched];
148
                            Vec3d n2 = filtered_norms[f2];
158
														move += 0.01 * n2 * dot(n2, dir);
149
                            move += 0.05 * n2 * dot(n2, dir);
159
												}
150
                        }
160
										}
151
                    }
161
										vertex_positions[vi->touched] = vi->pos + move;
152
                    vertex_positions[*v] = m.pos(*v) + move;
162
								}
153
                }
163
								for(VertexIter vi=m.vertices_begin(); vi!=m.vertices_end(); ++vi)
154
                for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v)
164
										vi->pos = vertex_positions[vi->touched];
155
                    m.pos(*v) = vertex_positions[*v];
165
						}
156
            }
166
				}
157
        }
167
		}
158
    }
168
 
159
 
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