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Richard Torenvliet
eos
Commits
842625cd
Commit
842625cd
authored
Nov 18, 2016
by
Patrik Huber
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Added visibility-testing by ray-casting to edge-fitting
parent
f11b2c65
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1
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108 additions
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12 deletions
+108
-12
include/eos/fitting/closest_edge_fitting.hpp
include/eos/fitting/closest_edge_fitting.hpp
+108
-12
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include/eos/fitting/closest_edge_fitting.hpp
View file @
842625cd
...
...
@@ -33,25 +33,84 @@
#include "glm/vec4.hpp"
#include "glm/mat4x4.hpp"
#include "boost/optional.hpp"
#include <vector>
#include <algorithm>
#include <utility>
namespace
eos
{
namespace
fitting
{
/**
* @brief Computes the intersection of the given ray with the given triangle.
*
* Uses the Möller-Trumbore algorithm algorithm "Fast Minimum Storage
* Ray/Triangle Intersection". Independent implementation, inspired by:
* http://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
* The default eps (1e-6f) is from the paper.
* When culling is on, rays intersecting triangles from the back will be discarded -
* otherwise, the triangles normal direction w.r.t. the ray direction is just ignored.
*
* Note: The use of optional might turn out as a performance problem, as this
* function is called loads of time - how costly is it to construct a boost::none optional?
*
* @param[in] ray_origin Ray origin.
* @param[in] ray_direction Ray direction.
* @param[in] v0 First vertex of a triangle.
* @param[in] v1 Second vertex of a triangle.
* @param[in] v2 Third vertex of a triangle.
* @param[in] enable_backculling When culling is on, rays intersecting triangles from the back will be discarded.
* @return Whether the ray intersects the triangle, and if yes, including the distance.
*/
std
::
pair
<
bool
,
boost
::
optional
<
float
>>
ray_triangle_intersect
(
const
glm
::
vec3
&
ray_origin
,
const
glm
::
vec3
&
ray_direction
,
const
glm
::
vec3
&
v0
,
const
glm
::
vec3
&
v1
,
const
glm
::
vec3
&
v2
,
bool
enable_backculling
)
{
using
glm
::
vec3
;
const
float
epsilon
=
1e-6
f
;
vec3
v0v1
=
v1
-
v0
;
vec3
v0v2
=
v2
-
v0
;
vec3
pvec
=
glm
::
cross
(
ray_direction
,
v0v2
);
float
det
=
glm
::
dot
(
v0v1
,
pvec
);
if
(
enable_backculling
)
{
// If det is negative, the triangle is back-facing.
// If det is close to 0, the ray misses the triangle.
if
(
det
<
epsilon
)
return
{
false
,
boost
::
none
};
}
else
{
// If det is close to 0, the ray and triangle are parallel.
if
(
std
::
abs
(
det
)
<
epsilon
)
return
{
false
,
boost
::
none
};
}
float
inv_det
=
1
/
det
;
vec3
tvec
=
ray_origin
-
v0
;
auto
u
=
glm
::
dot
(
tvec
,
pvec
)
*
inv_det
;
if
(
u
<
0
||
u
>
1
)
return
{
false
,
boost
::
none
};
vec3
qvec
=
glm
::
cross
(
tvec
,
v0v1
);
auto
v
=
glm
::
dot
(
ray_direction
,
qvec
)
*
inv_det
;
if
(
v
<
0
||
u
+
v
>
1
)
return
{
false
,
boost
::
none
};
auto
t
=
glm
::
dot
(
v0v2
,
qvec
)
*
inv_det
;
return
{
true
,
t
};
};
/**
* @brief Computes the vertices that lie on occluding boundaries, given a particular pose.
*
* This algorithm computes the edges that lie on occluding boundaries of the mesh.
* It returns a list of the (unique) vertices that make the boundary edges.
* It performs a visibility text of each vertex, and returns a list of the (unique)
* vertices that make the boundary edges.
* An edge is defined as the line whose two adjacent faces normals flip the sign.
*
* Notes:
* Actually the function only needs the vertices part of the Mesh (i.e. a
* std::vector<glm::vec4>).
* But it could use of the face normals, if they're already computed. But our
* Meshes don't contain normals anyway right now.
*
* @param[in] mesh The mesh to use.
* @param[in] edge_topology The edge topology of the given mesh.
* @param[in] R The rotation (pose) under which the occluding boundaries should be computed.
...
...
@@ -59,8 +118,6 @@ namespace eos {
*/
std
::
vector
<
int
>
occluding_boundary_vertices
(
const
eos
::
render
::
Mesh
&
mesh
,
const
morphablemodel
::
EdgeTopology
&
edge_topology
,
glm
::
mat4x4
R
)
{
std
::
vector
<
int
>
occluding_vertices
;
// The model's contour vertices
// Rotate the mesh:
std
::
vector
<
glm
::
vec4
>
rotated_vertices
;
std
::
for_each
(
begin
(
mesh
.
vertices
),
end
(
mesh
.
vertices
),
[
&
rotated_vertices
,
&
R
](
auto
&&
v
)
{
rotated_vertices
.
push_back
(
R
*
v
);
});
...
...
@@ -94,6 +151,7 @@ std::vector<int> occluding_boundary_vertices(const eos::render::Mesh& mesh, cons
}
// Select the vertices lying at the two ends of the occluding edges and remove duplicates:
// (This is what EdgeTopology::adjacent_vertices is needed for).
std
::
vector
<
int
>
occluding_vertices
;
// The model's contour vertices
for
(
auto
&&
edge_idx
:
occluding_edges_indices
)
{
// Changing from 1-based indexing to 0-based!
...
...
@@ -104,10 +162,48 @@ std::vector<int> occluding_boundary_vertices(const eos::render::Mesh& mesh, cons
std
::
sort
(
begin
(
occluding_vertices
),
end
(
occluding_vertices
));
occluding_vertices
.
erase
(
std
::
unique
(
begin
(
occluding_vertices
),
end
(
occluding_vertices
)),
end
(
occluding_vertices
));
// % Remove vertices from occluding boundary list that are not visible:
// Todo! Not doing yet. Have to render or ray-cast.
// Perform ray-casting to find out which vertices are not visible (i.e. self-occluded):
std
::
vector
<
bool
>
visibility
;
for
(
const
auto
&
vertex_idx
:
occluding_vertices
)
{
bool
visible
=
true
;
// For every tri of the rotated mesh:
for
(
auto
&&
tri
:
mesh
.
tvi
)
{
auto
&
v0
=
rotated_vertices
[
tri
[
0
]];
auto
&
v1
=
rotated_vertices
[
tri
[
1
]];
auto
&
v2
=
rotated_vertices
[
tri
[
2
]];
glm
::
vec3
ray_origin
=
rotated_vertices
[
vertex_idx
];
glm
::
vec3
ray_direction
(
0.0
f
,
0.0
f
,
1.0
f
);
// we shoot the ray from the vertex towards the camera
auto
intersect
=
ray_triangle_intersect
(
ray_origin
,
ray_direction
,
glm
::
vec3
(
v0
),
glm
::
vec3
(
v1
),
glm
::
vec3
(
v2
),
false
);
// first is bool intersect, second is the distance t
if
(
intersect
.
first
==
true
)
{
// We've hit a triangle. Ray hit its own triangle. If it's behind the ray origin, ignore the intersection:
// Check if in front or behind?
if
(
intersect
.
second
.
get
()
<=
1e-4
)
{
continue
;
// the intersection is behind the vertex, we don't care about it
}
// Otherwise, we've hit a genuine triangle, and the vertex is not visible:
visible
=
false
;
break
;
}
}
visibility
.
push_back
(
visible
);
}
return
occluding_vertices
;
// Remove vertices from occluding boundary list that are not visible:
std
::
vector
<
int
>
final_vertex_ids
;
for
(
int
i
=
0
;
i
<
occluding_vertices
.
size
();
++
i
)
{
if
(
visibility
[
i
]
==
true
)
{
final_vertex_ids
.
push_back
(
occluding_vertices
[
i
]);
}
}
return
final_vertex_ids
;
};
/** A simple vector-of-vectors adaptor for nanoflann, without duplicating the storage.
...
...
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