static void skeletonize_layer(DenseGrid3i grid, int j, int dilation_rounds = 1) { DenseGrid2i layer = grid.get_slice(j, 1); DenseGrid2i tmp = new DenseGrid2i(layer.ni, layer.nj, 0); for (int k = 0; k < dilation_rounds; ++k) { tmp.assign(0); dilate(layer, tmp); } bool done = false; while (!done) { int sum_before = layer.sum(); tmp.assign(0); skeletonize_pass(layer, tmp, 0); tmp.assign(0); skeletonize_pass(layer, tmp, 1); int sum_after = layer.sum(); if (sum_before == sum_after) break; } for (int i = 0; i < grid.ni; ++i) for (int k = 0; k < grid.nk; ++k) grid[i, j, k] = layer[i, k]; }
static DenseGrid3i binarize(DenseGrid3f grid, float thresh = 0) { DenseGrid3i result = new DenseGrid3i(); result.resize(grid.ni, grid.nj, grid.nk); int size = result.size; for (int k = 0; k < size; ++k) result[k] = (grid[k] < thresh) ? 1 : 0; return result; }
// iterate through each x-row of grid and set unsigned distances to be negative // inside the mesh, based on the intersection_counts void compute_signs(int ni, int nj, int nk, DenseGrid3f distances, DenseGrid3i intersection_counts) { Func <int, bool> isInsideF = (count) => { return(count % 2 == 1); }; if (InsideMode == InsideModes.ParityCount) { isInsideF = (count) => { return(count > 0); } } ; if (UseParallel) { // can process each x-row in parallel AxisAlignedBox2i box = new AxisAlignedBox2i(0, 0, nj, nk); gParallel.ForEach(box.IndicesExclusive(), (vi) => { if (CancelF()) { return; } int j = vi.x, k = vi.y; int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_counts[i, j, k]; if (isInsideF(total_count)) // if parity of intersections so far is odd, { distances[i, j, k] = -distances[i, j, k]; // we are inside the mesh } } }); } else { for (int k = 0; k < nk; ++k) { if (CancelF()) { return; } for (int j = 0; j < nj; ++j) { int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_counts[i, j, k]; if (isInsideF(total_count)) // if parity of intersections so far is odd, { distances[i, j, k] = -distances[i, j, k]; // we are inside the mesh } } } } } }
} // end make_level_set_3 // sweep through grid in different directions, distances and closest tris void sweep_pass(Vector3f origin, float dx, DenseGrid3f distances, DenseGrid3i closest_tri) { sweep(distances, closest_tri, origin, dx, +1, +1, +1); sweep(distances, closest_tri, origin, dx, -1, -1, -1); sweep(distances, closest_tri, origin, dx, +1, +1, -1); sweep(distances, closest_tri, origin, dx, -1, -1, +1); sweep(distances, closest_tri, origin, dx, +1, -1, +1); sweep(distances, closest_tri, origin, dx, -1, +1, -1); sweep(distances, closest_tri, origin, dx, +1, -1, -1); sweep(distances, closest_tri, origin, dx, -1, +1, +1); }
// single sweep pass void sweep(DenseGrid3f phi, DenseGrid3i closest_tri, Vector3f origin, float dx, int di, int dj, int dk) { int i0, i1; if (di > 0) { i0 = 1; i1 = phi.ni; } else { i0 = phi.ni - 2; i1 = -1; } int j0, j1; if (dj > 0) { j0 = 1; j1 = phi.nj; } else { j0 = phi.nj - 2; j1 = -1; } int k0, k1; if (dk > 0) { k0 = 1; k1 = phi.nk; } else { k0 = phi.nk - 2; k1 = -1; } for (int k = k0; k != k1; k += dk) { for (int j = j0; j != j1; j += dj) { for (int i = i0; i != i1; i += di) { Vector3d gx = new Vector3d(i * dx + origin[0], j * dx + origin[1], k * dx + origin[2]); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j - dj, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j - dj, k); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i, j - dj, k - dk); check_neighbour(phi, closest_tri, ref gx, i, j, k, i - di, j - dj, k - dk); } } } }
public void Initialize() { // figure out origin & dimensions AxisAlignedBox3d bounds = Mesh.CachedBounds; float fBufferWidth = (float)Math.Max(4 * CellSize, 2 * MaxOffsetDistance + 2 * CellSize); grid_origin = (Vector3f)bounds.Min - fBufferWidth * Vector3f.One - (Vector3f)ExpandBounds; Vector3f max = (Vector3f)bounds.Max + fBufferWidth * Vector3f.One + (Vector3f)ExpandBounds; int ni = (int)((max.x - grid_origin.x) / CellSize) + 1; int nj = (int)((max.y - grid_origin.y) / CellSize) + 1; int nk = (int)((max.z - grid_origin.z) / CellSize) + 1; UpperBoundDistance = (float)((ni + nj + nk) * CellSize); grid = new DenseGrid3f(ni, nj, nk, UpperBoundDistance); MaxDistQueryDist = MaxOffsetDistance + (2 * CellSize * MathUtil.SqrtTwo); // closest triangle id for each grid cell if (WantClosestTriGrid) { closest_tri_grid = new DenseGrid3i(ni, nj, nk, -1); } // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (ComputeSigns == true) { compute_intersections(grid_origin, CellSize, ni, nj, nk, intersection_count); if (CancelF()) { return; } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, grid, intersection_count); if (CancelF()) { return; } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } } }
void check_neighbour(DenseGrid3f phi, DenseGrid3i closest_tri, ref Vector3d gx, int i0, int j0, int k0, int i1, int j1, int k1) { if (closest_tri[i1, j1, k1] >= 0) { Vector3d xp = Vector3f.Zero, xq = Vector3f.Zero, xr = Vector3f.Zero; Mesh.GetTriVertices(closest_tri[i1, j1, k1], ref xp, ref xq, ref xr); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < phi[i0, j0, k0]) { phi[i0, j0, k0] = d; closest_tri[i0, j0, k0] = closest_tri[i1, j1, k1]; } } }
static void check_neighbour(DMesh3 mesh, DenseGrid3f phi, DenseGrid3i closest_tri, Vector3f gx, int i0, int j0, int k0, int i1, int j1, int k1) { if (closest_tri[i1, j1, k1] >= 0) { Index3i tri = mesh.GetTriangle(closest_tri[i1, j1, k1]); int p = tri.a, q = tri.b, r = tri.c; Vector3f xp = (Vector3f)mesh.GetVertex(p); Vector3f xq = (Vector3f)mesh.GetVertex(q); Vector3f xr = (Vector3f)mesh.GetVertex(r); float d = point_triangle_distance(gx, xp, xq, xr); if (d < phi[i0, j0, k0]) { phi[i0, j0, k0] = d; closest_tri[i0, j0, k0] = closest_tri[i1, j1, k1]; } } }
// fill the intersection grid w/ number of intersections in each cell void compute_intersections(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3i intersection_count) { double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; double invdx = 1.0 / dx; bool cancelled = false; // this is what we will do for each triangle. There are no grid-reads, only grid-writes, // since we use atomic_increment, it is always thread-safe Action <int> ProcessTriangleF = (tid) => { if (tid % 100 == 0 && CancelF() == true) { cancelled = true; } if (cancelled) { return; } Vector3d xp = Vector3d.Zero, xq = Vector3d.Zero, xr = Vector3d.Zero; Mesh.GetTriVertices(tid, ref xp, ref xq, ref xr); bool neg_x = false; if (InsideMode == InsideModes.ParityCount) { Vector3d n = MathUtil.FastNormalDirection(ref xp, ref xq, ref xr); neg_x = n.x > 0; } // real ijk coordinates of xp/xq/xr double fip = (xp[0] - ox) * invdx, fjp = (xp[1] - oy) * invdx, fkp = (xp[2] - oz) * invdx; double fiq = (xq[0] - ox) * invdx, fjq = (xq[1] - oy) * invdx, fkq = (xq[2] - oz) * invdx; double fir = (xr[0] - ox) * invdx, fjr = (xr[1] - oy) * invdx, fkr = (xr[2] - oz) * invdx; // recompute j/k integer bounds of triangle w/o exact band int j0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fjp, fjq, fjr)), 0, nj - 1); int j1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fjp, fjq, fjr)), 0, nj - 1); int k0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fkp, fkq, fkr)), 0, nk - 1); int k1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fkp, fkq, fkr)), 0, nk - 1); // and do intersection counts for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { double a, b, c; if (point_in_triangle_2d(j, k, fjp, fkp, fjq, fkq, fjr, fkr, out a, out b, out c)) { double fi = a * fip + b * fiq + c * fir; // intersection i coordinate int i_interval = (int)(Math.Ceiling(fi)); // intersection is in (i_interval-1,i_interval] if (i_interval < 0) { intersection_count.atomic_incdec(0, j, k, neg_x); } else if (i_interval < ni) { intersection_count.atomic_incdec(i_interval, j, k, neg_x); } else { // we ignore intersections that are beyond the +x side of the grid } } } } }; if (UseParallel) { gParallel.ForEach(Mesh.TriangleIndices(), ProcessTriangleF); } else { foreach (int tid in Mesh.TriangleIndices()) { ProcessTriangleF(tid); } } }
} // end make_level_set_3 void make_level_set3_parallel(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f distances, int exact_band) { distances.resize(ni, nj, nk); distances.assign((float)((ni + nj + nk) * dx)); // upper bound on distance // closest triangle id for each grid cell DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (DebugPrint) { System.Console.WriteLine("start"); } double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; double invdx = 1.0 / dx; // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. // To compute in parallel, we need to safely update grid cells. Current strategy is // to use a spinlock to control access to grid. Partitioning the grid into a few regions, // each w/ a separate spinlock, improves performance somewhat. Have also tried having a // separate spinlock per-row, this resulted in a few-percent performance improvement. // Also tried pre-sorting triangles into disjoint regions, this did not help much except // on "perfect" cases like a sphere. int wi = ni / 2, wj = nj / 2, wk = nk / 2; SpinLock[] grid_locks = new SpinLock[8]; bool abort = false; gParallel.ForEach(Mesh.TriangleIndices(), (tid) => { if (tid % 100 == 0) { abort = CancelF(); } if (abort) { return; } Vector3d xp = Vector3d.Zero, xq = Vector3d.Zero, xr = Vector3d.Zero; Mesh.GetTriVertices(tid, ref xp, ref xq, ref xr); // real ijk coordinates of xp/xq/xr double fip = (xp[0] - ox) * invdx, fjp = (xp[1] - oy) * invdx, fkp = (xp[2] - oz) * invdx; double fiq = (xq[0] - ox) * invdx, fjq = (xq[1] - oy) * invdx, fkq = (xq[2] - oz) * invdx; double fir = (xr[0] - ox) * invdx, fjr = (xr[1] - oy) * invdx, fkr = (xr[2] - oz) * invdx; // clamped integer bounding box of triangle plus exact-band int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { int base_idx = ((j < wj) ? 0 : 1) | ((k < wk) ? 0 : 2); // construct index into spinlocks array for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < distances[i, j, k]) { int lock_idx = base_idx | ((i < wi) ? 0 : 4); bool taken = false; grid_locks[lock_idx].Enter(ref taken); if (d < distances[i, j, k]) // have to check again in case grid changed in another thread... { distances[i, j, k] = d; closest_tri[i, j, k] = tid; } grid_locks[lock_idx].Exit(); } } } } }); if (CancelF()) { return; } if (ComputeSigns == true) { if (DebugPrint) { System.Console.WriteLine("done narrow-band"); } compute_intersections(origin, dx, ni, nj, nk, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done intersections"); } if (ComputeMode == ComputeModes.FullGrid) { // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep_pass(origin, dx, distances, closest_tri); if (CancelF()) { return; } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } } else { // nothing! if (DebugPrint) { System.Console.WriteLine("skipped sweeping"); } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, distances, intersection_count); if (CancelF()) { return; } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } if (DebugPrint) { System.Console.WriteLine("done signs"); } } if (WantClosestTriGrid) { closest_tri_grid = closest_tri; } } // end make_level_set_3
void make_level_set3(Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f distances, int exact_band) { distances.resize(ni, nj, nk); distances.assign((ni + nj + nk) * dx); // upper bound on distance // closest triangle id for each grid cell DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); if (DebugPrint) { System.Console.WriteLine("start"); } // Compute narrow-band distances. For each triangle, we find its grid-coord-bbox, // and compute exact distances within that box. The intersection_count grid // is also filled in this computation double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; Vector3d xp = Vector3d.Zero, xq = Vector3d.Zero, xr = Vector3d.Zero; foreach (int tid in Mesh.TriangleIndices()) { if (tid % 100 == 0 && CancelF()) { break; } Mesh.GetTriVertices(tid, ref xp, ref xq, ref xr); // real ijk coordinates of xp/xq/xr double fip = (xp[0] - ox) / ddx, fjp = (xp[1] - oy) / ddx, fkp = (xp[2] - oz) / ddx; double fiq = (xq[0] - ox) / ddx, fjq = (xq[1] - oy) / ddx, fkq = (xq[2] - oz) / ddx; double fir = (xr[0] - ox) / ddx, fjr = (xr[1] - oy) / ddx, fkr = (xr[2] - oz) / ddx; // clamped integer bounding box of triangle plus exact-band int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); // compute distance for each tri inside this bounding box // note: this can be very conservative if the triangle is large and on diagonal to grid axes for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3d gx = new Vector3d((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = (float)point_triangle_distance(ref gx, ref xp, ref xq, ref xr); if (d < distances[i, j, k]) { distances[i, j, k] = d; closest_tri[i, j, k] = tid; } } } } } if (CancelF()) { return; } if (ComputeSigns == true) { if (DebugPrint) { System.Console.WriteLine("done narrow-band"); } compute_intersections(origin, dx, ni, nj, nk, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done intersections"); } if (ComputeMode == ComputeModes.FullGrid) { // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep_pass(origin, dx, distances, closest_tri); if (CancelF()) { return; } } if (DebugPrint) { System.Console.WriteLine("done sweeping"); } } else { // nothing! if (DebugPrint) { System.Console.WriteLine("skipped sweeping"); } } // then figure out signs (inside/outside) from intersection counts compute_signs(ni, nj, nk, distances, intersection_count); if (CancelF()) { return; } if (DebugPrint) { System.Console.WriteLine("done signs"); } if (WantIntersectionsGrid) { intersections_grid = intersection_count; } } if (WantClosestTriGrid) { closest_tri_grid = closest_tri; } } // end make_level_set_3
void make_level_set3(DMesh3 mesh, /*const std::vector<Vec3ui> &tri, const std::vector<Vec3f> &x*/ Vector3f origin, float dx, int ni, int nj, int nk, DenseGrid3f phi, int exact_band) { phi.resize(ni, nj, nk); phi.assign((ni + nj + nk) * dx); // upper bound on distance DenseGrid3i closest_tri = new DenseGrid3i(ni, nj, nk, -1); DenseGrid3i intersection_count = new DenseGrid3i(ni, nj, nk, 0); // intersection_count(i,j,k) is # of tri intersections in (i-1,i]x{j}x{k} // we begin by initializing distances near the mesh, and figuring out intersection counts System.Console.WriteLine("start"); //Vector3f ijkmin, ijkmax; // [RMS] unused in original code double ddx = (double)dx; double ox = (double)origin[0], oy = (double)origin[1], oz = (double)origin[2]; foreach (int t in mesh.TriangleIndices()) { Index3i triangle = mesh.GetTriangle(t); int p = triangle.a, q = triangle.b, r = triangle.c; Vector3d xp = mesh.GetVertex(p); Vector3d xq = mesh.GetVertex(q); Vector3d xr = mesh.GetVertex(r); // coordinates in grid to high precision double fip = (xp[0] - ox) / ddx, fjp = (xp[1] - oy) / ddx, fkp = (xp[2] - oz) / ddx; double fiq = (xq[0] - ox) / ddx, fjq = (xq[1] - oy) / ddx, fkq = (xq[2] - oz) / ddx; double fir = (xr[0] - ox) / ddx, fjr = (xr[1] - oy) / ddx, fkr = (xr[2] - oz) / ddx; // do distances nearby int i0 = MathUtil.Clamp(((int)MathUtil.Min(fip, fiq, fir)) - exact_band, 0, ni - 1); int i1 = MathUtil.Clamp(((int)MathUtil.Max(fip, fiq, fir)) + exact_band + 1, 0, ni - 1); int j0 = MathUtil.Clamp(((int)MathUtil.Min(fjp, fjq, fjr)) - exact_band, 0, nj - 1); int j1 = MathUtil.Clamp(((int)MathUtil.Max(fjp, fjq, fjr)) + exact_band + 1, 0, nj - 1); int k0 = MathUtil.Clamp(((int)MathUtil.Min(fkp, fkq, fkr)) - exact_band, 0, nk - 1); int k1 = MathUtil.Clamp(((int)MathUtil.Max(fkp, fkq, fkr)) + exact_band + 1, 0, nk - 1); for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { for (int i = i0; i <= i1; ++i) { Vector3f gx = new Vector3f((float)i * dx + origin[0], (float)j * dx + origin[1], (float)k * dx + origin[2]); float d = point_triangle_distance(gx, (Vector3f)xp, (Vector3f)xq, (Vector3f)xr); if (d < phi[i, j, k]) { phi[i, j, k] = d; closest_tri[i, j, k] = t; } } } } // and do intersection counts j0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fjp, fjq, fjr)), 0, nj - 1); j1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fjp, fjq, fjr)), 0, nj - 1); k0 = MathUtil.Clamp((int)Math.Ceiling(MathUtil.Min(fkp, fkq, fkr)), 0, nk - 1); k1 = MathUtil.Clamp((int)Math.Floor(MathUtil.Max(fkp, fkq, fkr)), 0, nk - 1); for (int k = k0; k <= k1; ++k) { for (int j = j0; j <= j1; ++j) { double a, b, c; if (point_in_triangle_2d(j, k, fjp, fkp, fjq, fkq, fjr, fkr, out a, out b, out c)) { double fi = a * fip + b * fiq + c * fir; // intersection i coordinate int i_interval = (int)(Math.Ceiling(fi)); // intersection is in (i_interval-1,i_interval] if (i_interval < 0) { intersection_count.increment(0, j, k); // we enlarge the first interval to include everything to the -x direction } else if (i_interval < ni) { intersection_count.increment(i_interval, j, k); } // we ignore intersections that are beyond the +x side of the grid } } } } System.Console.WriteLine("done narrow-band"); // and now we fill in the rest of the distances with fast sweeping for (int pass = 0; pass < 2; ++pass) { sweep(mesh, phi, closest_tri, origin, dx, +1, +1, +1); sweep(mesh, phi, closest_tri, origin, dx, -1, -1, -1); sweep(mesh, phi, closest_tri, origin, dx, +1, +1, -1); sweep(mesh, phi, closest_tri, origin, dx, -1, -1, +1); sweep(mesh, phi, closest_tri, origin, dx, +1, -1, +1); sweep(mesh, phi, closest_tri, origin, dx, -1, +1, -1); sweep(mesh, phi, closest_tri, origin, dx, +1, -1, -1); sweep(mesh, phi, closest_tri, origin, dx, -1, +1, +1); } System.Console.WriteLine("done sweeping"); // then figure out signs (inside/outside) from intersection counts for (int k = 0; k < nk; ++k) { for (int j = 0; j < nj; ++j) { int total_count = 0; for (int i = 0; i < ni; ++i) { total_count += intersection_count[i, j, k]; if (total_count % 2 == 1) // if parity of intersections so far is odd, { phi[i, j, k] = -phi[i, j, k]; // we are inside the mesh } } } } System.Console.WriteLine("done signs"); } // end make_level_set_3
void process_version1(DenseGrid3f supportGrid, DenseGridTrilinearImplicit distanceField) { int ni = supportGrid.ni, nj = supportGrid.nj, nk = supportGrid.nk; float dx = (float)CellSize; Vector3f origin = this.GridOrigin; // sweep values down, column by column for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { bool in_support = false; for (int j = nj - 1; j >= 0; j--) { float fcur = supportGrid[i, j, k]; if (fcur >= 0) { Vector3d cell_center = new Vector3f(i * dx, j * dx, k * dx) + origin; if (in_support) { bool is_inside = distanceField.Value(ref cell_center) < 0; if (is_inside) { supportGrid[i, j, k] = -3; in_support = false; } else { supportGrid[i, j, k] = -1; } } } else { in_support = true; } } } } // skeletonize each layer // todo: would be nice to skeletonize the 3D volume.. ? DenseGrid3i binary = new DenseGrid3i(ni, nj, nk, 0); foreach (Vector3i idx in binary.Indices()) binary[idx] = (supportGrid[idx] < 0) ? 1 : 0; for (int j = 0; j < nj; ++j) skeletonize_layer(binary, j); // debug thing //VoxelSurfaceGenerator voxgen = new VoxelSurfaceGenerator() { // Voxels = binary.get_bitmap() //}; //voxgen.Generate(); //Util.WriteDebugMesh(voxgen.makemesh(), "c:\\scratch\\binary.obj"); // for skeleton voxels, we add some power for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { if (binary[i, j, k] > 0) supportGrid[i, j, k] = -3; //else // supportGrid[i, j, k] = 1; // clear non-skeleton voxels } } } // power up the ground-plane voxels for (int k = 0; k < nk; ++k) { for (int i = 0; i < ni; ++i) { if (supportGrid[i, 0, k] < 0) supportGrid[i, 0, k] = -5; } } #if true DenseGrid3f smoothed = new DenseGrid3f(supportGrid); float nbr_weight = 0.5f; for (int iter = 0; iter < 15; ++iter) { // add some mass to skeleton voxels for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { if (binary[i, j, k] > 0) supportGrid[i, j, k] = supportGrid[i, j, k] - nbr_weight / 25.0f; } } } for (int j = 0; j < nj; ++j) { for (int k = 1; k < nk - 1; ++k) { for (int i = 1; i < ni - 1; ++i) { int neg = 0; float avg = 0, w = 0; for (int n = 0; n < 8; ++n) { int xi = i + gIndices.GridOffsets8[n].x; int zi = k + gIndices.GridOffsets8[n].y; float f = supportGrid[xi, j, zi]; if (f < 0) neg++; avg += nbr_weight * f; w += nbr_weight; } if (neg > -1) { avg += supportGrid[i, j, k]; w += 1.0f; smoothed[i, j, k] = avg / w; } else { smoothed[i, j, k] = supportGrid[i, j, k]; } } } } supportGrid.swap(smoothed); } #endif // hard-enforce that skeleton voxels stay inside //for (int j = 0; j < nj; ++j) { // for (int k = 1; k < nk - 1; ++k) { // for (int i = 1; i < ni - 1; ++i) { // if (binary[i, j, k] > 0) // supportGrid[i, j, k] = Math.Min(supportGrid[i, j, k], - 1); // } // } //} }