138 lines
5.4 KiB
C++
138 lines
5.4 KiB
C++
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "ambient_occlusion.h"
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#include "random_dir.h"
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#include "ray_mesh_intersect.h"
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#include "EPS.h"
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#include "Hit.h"
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#include "parallel_for.h"
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#include <functional>
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#include <vector>
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#include <algorithm>
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template <
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typename DerivedP,
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typename DerivedN,
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typename DerivedS >
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IGL_INLINE void igl::ambient_occlusion(
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const std::function<
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bool(
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const Eigen::Vector3f&,
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const Eigen::Vector3f&)
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> & shoot_ray,
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const Eigen::PlainObjectBase<DerivedP> & P,
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const Eigen::PlainObjectBase<DerivedN> & N,
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const int num_samples,
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Eigen::PlainObjectBase<DerivedS> & S)
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{
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using namespace Eigen;
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const int n = P.rows();
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// Resize output
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S.resize(n,1);
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// Embree seems to be parallel when constructing but not when tracing rays
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const MatrixXf D = random_dir_stratified(num_samples).cast<float>();
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const auto & inner = [&P,&N,&num_samples,&D,&S,&shoot_ray](const int p)
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{
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const Vector3f origin = P.row(p).template cast<float>();
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const Vector3f normal = N.row(p).template cast<float>();
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int num_hits = 0;
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for(int s = 0;s<num_samples;s++)
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{
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Vector3f d = D.row(s);
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if(d.dot(normal) < 0)
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{
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// reverse ray
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d *= -1;
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}
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if(shoot_ray(origin,d))
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{
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num_hits++;
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}
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}
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S(p) = (double)num_hits/(double)num_samples;
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};
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parallel_for(n,inner,1000);
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}
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template <
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typename DerivedV,
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int DIM,
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typename DerivedF,
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typename DerivedP,
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typename DerivedN,
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typename DerivedS >
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IGL_INLINE void igl::ambient_occlusion(
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const igl::AABB<DerivedV,DIM> & aabb,
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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const Eigen::PlainObjectBase<DerivedP> & P,
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const Eigen::PlainObjectBase<DerivedN> & N,
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const int num_samples,
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Eigen::PlainObjectBase<DerivedS> & S)
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{
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const auto & shoot_ray = [&aabb,&V,&F](
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const Eigen::Vector3f& _s,
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const Eigen::Vector3f& dir)->bool
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{
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Eigen::Vector3f s = _s+1e-4*dir;
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igl::Hit hit;
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return aabb.intersect_ray(
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V,
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F,
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s .cast<typename DerivedV::Scalar>().eval(),
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dir.cast<typename DerivedV::Scalar>().eval(),
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hit);
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};
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return ambient_occlusion(shoot_ray,P,N,num_samples,S);
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}
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template <
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typename DerivedV,
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typename DerivedF,
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typename DerivedP,
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typename DerivedN,
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typename DerivedS >
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IGL_INLINE void igl::ambient_occlusion(
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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const Eigen::PlainObjectBase<DerivedP> & P,
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const Eigen::PlainObjectBase<DerivedN> & N,
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const int num_samples,
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Eigen::PlainObjectBase<DerivedS> & S)
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{
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if(F.rows() < 100)
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{
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// Super naive
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const auto & shoot_ray = [&V,&F](
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const Eigen::Vector3f& _s,
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const Eigen::Vector3f& dir)->bool
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{
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Eigen::Vector3f s = _s+1e-4*dir;
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igl::Hit hit;
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return ray_mesh_intersect(s,dir,V,F,hit);
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};
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return ambient_occlusion(shoot_ray,P,N,num_samples,S);
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}
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AABB<DerivedV,3> aabb;
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aabb.init(V,F);
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return ambient_occlusion(aabb,V,F,P,N,num_samples,S);
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}
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#ifdef IGL_STATIC_LIBRARY
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// Explicit template instantiation
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// generated by autoexplicit.sh
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template void igl::ambient_occlusion<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, 1, 0, -1, 1> >(std::function<bool (Eigen::Matrix<float, 3, 1, 0, 3, 1> const&, Eigen::Matrix<float, 3, 1, 0, 3, 1> const&)> const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, int, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> >&);
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// generated by autoexplicit.sh
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template void igl::ambient_occlusion<Eigen::Matrix<double, -1, 3, 0, -1, 3>, Eigen::Matrix<double, -1, 3, 0, -1, 3>, Eigen::Matrix<double, -1, 1, 0, -1, 1> >(std::function<bool (Eigen::Matrix<float, 3, 1, 0, 3, 1> const&, Eigen::Matrix<float, 3, 1, 0, 3, 1> const&)> const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 3, 0, -1, 3> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 3, 0, -1, 3> > const&, int, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> >&);
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// generated by autoexplicit.sh
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template void igl::ambient_occlusion<Eigen::Matrix<double, 1, 3, 1, 1, 3>, Eigen::Matrix<double, 1, 3, 1, 1, 3>, Eigen::Matrix<double, -1, 1, 0, -1, 1> >(std::function<bool (Eigen::Matrix<float, 3, 1, 0, 3, 1> const&, Eigen::Matrix<float, 3, 1, 0, 3, 1> const&)> const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 1, 3, 1, 1, 3> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 1, 3, 1, 1, 3> > const&, int, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> >&);
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template void igl::ambient_occlusion<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1> >(std::function<bool (Eigen::Matrix<float, 3, 1, 0, 3, 1> const&, Eigen::Matrix<float, 3, 1, 0, 3, 1> const&)> const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, int, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> >&);
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#endif
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