feat: Part 2
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This commit is contained in:
Tibo De Peuter 2024-11-11 16:12:18 +01:00
parent fa6881fb01
commit 98c06721d3
Signed by: tdpeuter
GPG key ID: 38297DE43F75FFE2
5 changed files with 57 additions and 18 deletions

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@ -2,7 +2,6 @@
#include "triangle_area_normal.h"
// Hint:
#include "vertex_triangle_adjacency.h"
#include <iostream>
void per_corner_normals(
const Eigen::MatrixXd & V,
@ -11,7 +10,30 @@ void per_corner_normals(
Eigen::MatrixXd & N)
{
N = Eigen::MatrixXd::Zero(F.rows()*3,3);
////////////////////////////////////////////////////////////////////////////
// Add your code here:
////////////////////////////////////////////////////////////////////////////
Eigen::VectorXi count = Eigen::VectorXi::Zero(F.rows()*3);
std::vector<std::vector<int>> VF;
vertex_triangle_adjacency(F, V.rows(), VF);
double cos_threshold = std::cos(corner_threshold * M_PI / 180.0);
/* Compute the area-weighted average of normals of faces with normals that deviate less than threshold. */
for (int i = 0; i < F.rows(); i++) { /* For each face */
Eigen::RowVector3d face_area_normal = triangle_area_normal(V.row(F(i,0)), V.row(F(i,1)), V.row(F(i,2)));
for (int j = 0; j < 3; j++) { /* For each corner of the face */
for (int g = 0; g < VF[F(i,j)].size(); g++) { /* For each face neighboring the corner */
int face = VF[F(i, j)][g];
Eigen::RowVector3d neighbor_area_normal = triangle_area_normal(V.row(F(face,0)), V.row(F(face,1)), V.row(F(face,2)));
double dot = neighbor_area_normal.normalized().dot(face_area_normal.normalized());
if (std::max(-1.0, std::min(1.0, dot)) > cos_threshold) {
N.row(i * 3 + j) += neighbor_area_normal;
count(i * 3 + j)++;
}
}
}
}
/* Normalize the sum of the normals by the number of faces neighboring each corner. */
for (int i = 0; i < N.rows(); i++) {
N.row(i) = (N.row(i) / count(i)).normalized();
}
}

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@ -6,8 +6,9 @@ void per_face_normals(
const Eigen::MatrixXi & F,
Eigen::MatrixXd & N)
{
////////////////////////////////////////////////////////////////////////////
// Replace with your code:
N = Eigen::MatrixXd::Zero(F.rows(),3);
////////////////////////////////////////////////////////////////////////////
N = Eigen::MatrixXd::Zero(F.rows(), 3);
for (int i = 0; i < F.rows(); i++) {
N.row(i) = triangle_area_normal(V.row(F(i, 0)), V.row(F(i, 1)), V.row(F(i, 2))).normalized();
}
}

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@ -1,5 +1,6 @@
#include "per_vertex_normals.h"
#include "triangle_area_normal.h"
#include "vertex_triangle_adjacency.h" /* Why not use the method that does exactly what we want to do (but faster)? */
void per_vertex_normals(
const Eigen::MatrixXd & V,
@ -7,7 +8,20 @@ void per_vertex_normals(
Eigen::MatrixXd & N)
{
N = Eigen::MatrixXd::Zero(V.rows(),3);
////////////////////////////////////////////////////////////////////////////
// Add your code here:
////////////////////////////////////////////////////////////////////////////
Eigen::VectorXi count = Eigen::VectorXi::Zero(V.rows());
std::vector<std::vector<int>> VF;
vertex_triangle_adjacency(F, V.rows(), VF);
/* Calculate the product of the area and the normal of each face neighboring each vertex. */
for (int i = 0; i < V.rows(); i++) {
for (int j = 0; j < VF[i].size(); j++) {
N.row(i) += triangle_area_normal(V.row(F(VF[i][j],0)), V.row(F(VF[i][j],1)), V.row(F(VF[i][j],2)));
count(i)++;
}
}
/* Normalize the sum of the normals by the number of faces neighboring each vertex. */
for (int i = 0; i < V.rows(); i++) {
N.row(i) = (N.row(i) / count (i)).normalized();
}
}

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@ -6,8 +6,7 @@ Eigen::RowVector3d triangle_area_normal(
const Eigen::RowVector3d & b,
const Eigen::RowVector3d & c)
{
////////////////////////////////////////////////////////////////////////////
// Replace with your code:
////////////////////////////////////////////////////////////////////////////
return Eigen::RowVector3d(0,0,0);
Eigen::RowVector3d normal = (b - a).cross(c - a);
double area = 0.5 * normal.norm(); /* https://en.wikipedia.org/wiki/Cross_product#Geometric_meaning */
return normal.normalized() * area;
}

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@ -6,8 +6,11 @@ void vertex_triangle_adjacency(
std::vector<std::vector<int> > & VF)
{
VF.resize(num_vertices);
////////////////////////////////////////////////////////////////////////////
// Add your code here:
////////////////////////////////////////////////////////////////////////////
for (int i = 0; i < F.rows(); i++) {
for (int j = 0; j < F.cols(); j++) {
VF[F(i, j)].emplace_back(i);
}
}
}