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Running on Zero
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#include <unordered_map>
#include <vector>
#include <cmath>
#include <ctime>
#include "api.h"
constexpr size_t kInvalidIndex = std::numeric_limits<size_t>::max();
struct float3 {float x, y, z; float& operator[](int i) {return (&x)[i];}};
struct int3 {int x, y, z; int& operator[](int i) {return (&x)[i];}};
struct int4 {int x, y, z, w; int& operator[](int i) {return (&x)[i];}};
struct bool3 {bool x, y, z; bool& operator[](int i) {return (&x)[i];}};
template <typename T, typename U>
static inline U lerp(const T& a, const T& b, const T& t, const U& val_a, const U& val_b) {
if (a == b) return val_a; // Avoid divide by zero
T alpha = (t - a) / (b - a);
return (1 - alpha) * val_a + alpha * val_b;
}
template <typename Map, typename Key, typename Default>
static auto get_or_default(const Map& map, const Key& key, const Default& default_val) -> typename Map::mapped_type {
auto it = map.find(key);
return (it != map.end()) ? it->second : default_val;
}
// 3D voxel coordinate
struct VoxelCoord {
int x, y, z;
int& operator[](int i) {
return (&x)[i];
}
bool operator==(const VoxelCoord& other) const {
return x == other.x && y == other.y && z == other.z;
}
};
// Hash function for VoxelCoord to use in unordered_map
namespace std {
template <>
struct hash<VoxelCoord> {
size_t operator()(const VoxelCoord& v) const {
const std::size_t p1 = 73856093;
const std::size_t p2 = 19349663;
const std::size_t p3 = 83492791;
return (std::size_t)(v.x) * p1 ^ (std::size_t)(v.y) * p2 ^ (std::size_t)(v.z) * p3;
}
};
}
void intersect_qef(
const Eigen::Vector3f& voxel_size,
const Eigen::Vector3i& grid_min,
const Eigen::Vector3i& grid_max,
const std::vector<Eigen::Vector3f>& triangles, // 3 vertices per triangle
std::unordered_map<VoxelCoord, size_t>& hash_table, // Hash table for voxel lookup
std::vector<int3>& voxels, // Output: Voxel coordinates
std::vector<Eigen::Vector3f>& means, // Output: Mean vertex positions for each voxel
std::vector<float>& cnt, // Output: Number of intersections for each voxel
std::vector<bool3>& intersected, // Output: Whether edge of voxel intersects with triangle
std::vector<Eigen::Matrix4f>& qefs // Output: QEF matrices for each voxel
) {
const size_t N_tri = triangles.size() / 3;
for (size_t i = 0; i < N_tri; ++i) {
const Eigen::Vector3f& v0 = triangles[i * 3 + 0];
const Eigen::Vector3f& v1 = triangles[i * 3 + 1];
const Eigen::Vector3f& v2 = triangles[i * 3 + 2];
// Compute edge vectors and face normal
Eigen::Vector3f e0 = v1 - v0;
Eigen::Vector3f e1 = v2 - v1;
Eigen::Vector3f n = e0.cross(e1).normalized();
Eigen::Vector4f plane;
plane << n.x(), n.y(), n.z(), -n.dot(v0);
auto Q = plane * plane.transpose();
// Scan-line algorithm to find intersections with the voxel grid from three directions
/*
t0
| \
| t1
| /
t2
*/
auto scan_line_fill = [&] (const int ax2) {
int ax0 = (ax2 + 1) % 3;
int ax1 = (ax2 + 2) % 3;
// Canonical question
std::array<Eigen::Vector3d, 3> t = {
Eigen::Vector3d(v0[ax0], v0[ax1], v0[ax2]),
Eigen::Vector3d(v1[ax0], v1[ax1], v1[ax2]),
Eigen::Vector3d(v2[ax0], v2[ax1], v2[ax2])
};
std::sort(t.begin(), t.end(), [](const Eigen::Vector3d& a, const Eigen::Vector3d& b) { return a.y() < b.y(); });
// Scan-line algorithm
int start = std::clamp(int(t[0].y() / voxel_size[ax1]), grid_min[ax1], grid_max[ax1] - 1);
int mid = std::clamp(int(t[1].y() / voxel_size[ax1]), grid_min[ax1], grid_max[ax1] - 1);
int end = std::clamp(int(t[2].y() / voxel_size[ax1]), grid_min[ax1], grid_max[ax1] - 1);
auto scan_line_half = [&] (const int row_start, const int row_end, const Eigen::Vector3d t0, const Eigen::Vector3d t1, const Eigen::Vector3d t2) {
/*
t0
| \
t3-t4
| \
t1---t2
*/
for (int y_idx = row_start; y_idx < row_end; ++y_idx) {
double y = (y_idx + 1) * voxel_size[ax1];
Eigen::Vector2d t3 = lerp(t0.y(), t1.y(), y, Eigen::Vector2d(t0.x(), t0.z()), Eigen::Vector2d(t1.x(), t1.z()));
Eigen::Vector2d t4 = lerp(t0.y(), t2.y(), y, Eigen::Vector2d(t0.x(), t0.z()), Eigen::Vector2d(t2.x(), t2.z()));
if (t3.x() > t4.x()) std::swap(t3, t4);
int line_start = std::clamp(int(t3.x() / voxel_size[ax0]), grid_min[ax0], grid_max[ax0] - 1);
int line_end = std::clamp(int(t4.x() / voxel_size[ax0]), grid_min[ax0], grid_max[ax0] - 1);
for (int x_idx = line_start; x_idx < line_end; ++x_idx) {
double x = (x_idx + 1) * voxel_size[ax0];
double z = lerp(t3.x(), t4.x(), x, t3.y(), t4.y());
int z_idx = int(z / voxel_size[ax2]);
if (z_idx >= grid_min[ax2] && z_idx < grid_max[ax2]) {
// For 4-connected voxels
for (int dx = 0; dx < 2; ++dx) {
for (int dy = 0; dy < 2; ++dy) {
VoxelCoord coord;
coord[ax0] = x_idx + dx; coord[ax1] = y_idx + dy; coord[ax2] = z_idx;
Eigen::Vector3d intersect;
intersect[ax0] = x; intersect[ax1] = y; intersect[ax2] = z;
auto kv = hash_table.find(coord);
if (kv == hash_table.end()) {
hash_table[coord] = voxels.size();
voxels.push_back({coord.x, coord.y, coord.z});
means.push_back(intersect.cast<float>());
cnt.push_back(1);
intersected.push_back({false, false, false});
qefs.push_back(Q);
if (dx == 0 && dy == 0)
intersected.back()[ax2] = true;
}
else {
auto i = kv->second;
means[i] += intersect.cast<float>();
cnt[i] += 1;
if (dx == 0 && dy == 0)
intersected[i][ax2] = true;
qefs[i] += Q;
}
}
}
}
}
}
};
scan_line_half(start, mid, t[0], t[1], t[2]);
scan_line_half(mid, end, t[2], t[1], t[0]);
};
scan_line_fill(0);
scan_line_fill(1);
scan_line_fill(2);
}
}
void face_qef(
const Eigen::Vector3f& voxel_size,
const Eigen::Vector3i& grid_min,
const Eigen::Vector3i& grid_max,
const std::vector<Eigen::Vector3f>& triangles, // 3 vertices per triangle
std::unordered_map<VoxelCoord, size_t>& hash_table, // Hash table for voxel lookup
std::vector<Eigen::Matrix4f>& qefs // Output: QEF matrices for each voxel
) {
const size_t N_tri = triangles.size() / 3;
for (size_t i = 0; i < N_tri; ++i) {
const Eigen::Vector3f& v0 = triangles[i * 3 + 0];
const Eigen::Vector3f& v1 = triangles[i * 3 + 1];
const Eigen::Vector3f& v2 = triangles[i * 3 + 2];
// Compute edge vectors and face normal
Eigen::Vector3f e0 = v1 - v0;
Eigen::Vector3f e1 = v2 - v1;
Eigen::Vector3f e2 = v0 - v2;
Eigen::Vector3f n = e0.cross(e1).normalized();
Eigen::Vector4f plane;
plane << n.x(), n.y(), n.z(), -n.dot(v0);
auto Q = plane * plane.transpose();
// Compute triangle bounding box in voxel coordinates
Eigen::Vector3f bb_min_f = v0.cwiseMin(v1).cwiseMin(v2).cwiseQuotient(voxel_size);
Eigen::Vector3f bb_max_f = v0.cwiseMax(v1).cwiseMax(v2).cwiseQuotient(voxel_size);
Eigen::Vector3i bb_min(std::max(static_cast<int>(bb_min_f.x()), grid_min.x()),
std::max(static_cast<int>(bb_min_f.y()), grid_min.y()),
std::max(static_cast<int>(bb_min_f.z()), grid_min.z()));
Eigen::Vector3i bb_max(std::min(static_cast<int>(bb_max_f.x() + 1), grid_max.x()),
std::min(static_cast<int>(bb_max_f.y() + 1), grid_max.y()),
std::min(static_cast<int>(bb_max_f.z() + 1), grid_max.z()));
// Plane test setup
Eigen::Vector3f c(
n.x() > 0.0f ? voxel_size.x() : 0.0f,
n.y() > 0.0f ? voxel_size.y() : 0.0f,
n.z() > 0.0f ? voxel_size.z() : 0.0f
);
float d1 = n.dot(c - v0);
float d2 = n.dot(voxel_size - c - v0);
// XY plane projection test setup
int mul_xy = (n.z() < 0.0f) ? -1 : 1;
Eigen::Vector2f n_xy_e0(-mul_xy * e0.y(), mul_xy * e0.x());
Eigen::Vector2f n_xy_e1(-mul_xy * e1.y(), mul_xy * e1.x());
Eigen::Vector2f n_xy_e2(-mul_xy * e2.y(), mul_xy * e2.x());
float d_xy_e0 = -n_xy_e0.dot(v0.head<2>()) + n_xy_e0.cwiseMax(0.0f).dot(voxel_size.head<2>());
float d_xy_e1 = -n_xy_e1.dot(v1.head<2>()) + n_xy_e1.cwiseMax(0.0f).dot(voxel_size.head<2>());
float d_xy_e2 = -n_xy_e2.dot(v2.head<2>()) + n_xy_e2.cwiseMax(0.0f).dot(voxel_size.head<2>());
// YZ plane projection test setup
int mul_yz = (n.x() < 0.0f) ? -1 : 1;
Eigen::Vector2f n_yz_e0(-mul_yz * e0.z(), mul_yz * e0.y());
Eigen::Vector2f n_yz_e1(-mul_yz * e1.z(), mul_yz * e1.y());
Eigen::Vector2f n_yz_e2(-mul_yz * e2.z(), mul_yz * e2.y());
float d_yz_e0 = -n_yz_e0.dot(Eigen::Vector2f(v0.y(), v0.z())) + n_yz_e0.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.y(), voxel_size.z()));
float d_yz_e1 = -n_yz_e1.dot(Eigen::Vector2f(v1.y(), v1.z())) + n_yz_e1.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.y(), voxel_size.z()));
float d_yz_e2 = -n_yz_e2.dot(Eigen::Vector2f(v2.y(), v2.z())) + n_yz_e2.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.y(), voxel_size.z()));
// ZX plane projection test setup
int mul_zx = (n.y() < 0.0f) ? -1 : 1;
Eigen::Vector2f n_zx_e0(-mul_zx * e0.x(), mul_zx * e0.z());
Eigen::Vector2f n_zx_e1(-mul_zx * e1.x(), mul_zx * e1.z());
Eigen::Vector2f n_zx_e2(-mul_zx * e2.x(), mul_zx * e2.z());
float d_zx_e0 = -n_zx_e0.dot(Eigen::Vector2f(v0.z(), v0.x())) + n_zx_e0.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.z(), voxel_size.x()));
float d_zx_e1 = -n_zx_e1.dot(Eigen::Vector2f(v1.z(), v1.x())) + n_zx_e1.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.z(), voxel_size.x()));
float d_zx_e2 = -n_zx_e2.dot(Eigen::Vector2f(v2.z(), v2.x())) + n_zx_e2.cwiseMax(0.0f).dot(Eigen::Vector2f(voxel_size.z(), voxel_size.x()));
// Loop over candidate voxels inside bounding box
for (int z = bb_min.z(); z < bb_max.z(); ++z) {
for (int y = bb_min.y(); y < bb_max.y(); ++y) {
for (int x = bb_min.x(); x < bb_max.x(); ++x) {
// Voxel center
Eigen::Vector3f p = voxel_size.cwiseProduct(Eigen::Vector3f(x, y, z));
// Plane through box test
float nDOTp = n.dot(p);
if (((nDOTp + d1) * (nDOTp + d2)) > 0.0f) continue;
// XY projection test
Eigen::Vector2f p_xy(p.x(), p.y());
if (n_xy_e0.dot(p_xy) + d_xy_e0 < 0) continue;
if (n_xy_e1.dot(p_xy) + d_xy_e1 < 0) continue;
if (n_xy_e2.dot(p_xy) + d_xy_e2 < 0) continue;
// YZ projection test
Eigen::Vector2f p_yz(p.y(), p.z());
if (n_yz_e0.dot(p_yz) + d_yz_e0 < 0) continue;
if (n_yz_e1.dot(p_yz) + d_yz_e1 < 0) continue;
if (n_yz_e2.dot(p_yz) + d_yz_e2 < 0) continue;
// ZX projection test
Eigen::Vector2f p_zx(p.z(), p.x());
if (n_zx_e0.dot(p_zx) + d_zx_e0 < 0) continue;
if (n_zx_e1.dot(p_zx) + d_zx_e1 < 0) continue;
if (n_zx_e2.dot(p_zx) + d_zx_e2 < 0) continue;
// Passed all tests — mark voxel
auto coord = VoxelCoord{x, y, z};
auto kv = hash_table.find(coord);
if (kv != hash_table.end()) {
qefs[kv->second] += Q;
}
}
}
}
}
}
void boundry_qef(
const Eigen::Vector3f& voxel_size,
const Eigen::Vector3i& grid_min,
const Eigen::Vector3i& grid_max,
const std::vector<Eigen::Vector3f>& boundries, // 2 vertices per segment
const float boundary_weight, // Weight for boundary edges
std::unordered_map<VoxelCoord, size_t>& hash_table, // Hash table for voxel lookup
std::vector<Eigen::Matrix4f>& qefs // Output: QEF matrices for each voxel
) {
for (size_t i = 0; i < boundries.size() / 2; ++i) {
const Eigen::Vector3f& v0 = boundries[i * 2 + 0];
const Eigen::Vector3f& v1 = boundries[i * 2 + 1];
// Calculate the QEF for the edge (boundary) defined by v0 and v1
Eigen::Vector3d dir(v1.x() - v0.x(), v1.y() - v0.y(), v1.z() - v0.z());
double segment_length = dir.norm();
if (segment_length < 1e-6) continue; // Skip degenerate edges (zero-length)
dir.normalize(); // unit direction vector
// Projection matrix orthogonal to the direction: I - d d^T
Eigen::Matrix3f A = Eigen::Matrix3f::Identity() - (dir * dir.transpose()).cast<float>();
// b = -A * v0
Eigen::Vector3f b = -A * v0;
// c = v0^T * A * v0
float c = v0.transpose() * A * v0;
// Now pack this into a 4x4 QEF matrix
Eigen::Matrix4f Q = Eigen::Matrix4f::Zero();
Q.block<3, 3>(0, 0) = A;
Q.block<3, 1>(0, 3) = b;
Q.block<1, 3>(3, 0) = b.transpose();
Q(3, 3) = c;
// DDA Traversal logic directly inside the function
// Starting and ending voxel coordinates
Eigen::Vector3i v0_voxel = (v0.cwiseQuotient(voxel_size)).array().floor().cast<int>();
Eigen::Vector3i v1_voxel = (v1.cwiseQuotient(voxel_size)).array().floor().cast<int>();
// Determine step direction for each axis based on the line direction
Eigen::Vector3i step = (dir.array() > 0).select(Eigen::Vector3i(1, 1, 1), Eigen::Vector3i(-1, -1, -1));
Eigen::Vector3d tMax, tDelta;
for (int axis = 0; axis < 3; ++axis) {
if (dir[axis] == 0.0) {
tMax[axis] = std::numeric_limits<double>::infinity();
tDelta[axis] = std::numeric_limits<double>::infinity();
} else {
float voxel_border = voxel_size[axis] * (v0_voxel[axis] + (step[axis] > 0 ? 1 : 0));
tMax[axis] = (voxel_border - v0[axis]) / dir[axis];
tDelta[axis] = voxel_size[axis] / std::abs(dir[axis]);
}
}
// Current voxel position
Eigen::Vector3i current = v0_voxel;
// Store the voxel we start at
std::vector<VoxelCoord> voxels;
voxels.push_back({current.x(), current.y(), current.z()});
// Traverse the voxels
while (true) {
int axis;
if (tMax.x() < tMax.y()) {
axis = (tMax.x() < tMax.z()) ? 0 : 2;
} else {
axis = (tMax.y() < tMax.z()) ? 1 : 2;
}
if (tMax[axis] > segment_length) break;
current[axis] += step[axis];
tMax[axis] += tDelta[axis];
voxels.push_back({current.x(), current.y(), current.z()});
}
// Accumulate QEF for each voxel passed through
for (const auto& coord : voxels) {
// Make sure the voxel is within bounds
if ((coord.x < grid_min.x() || coord.x >= grid_max.x()) ||
(coord.y < grid_min.y() || coord.y >= grid_max.y()) ||
(coord.z < grid_min.z() || coord.z >= grid_max.z())) continue;
if (!hash_table.count(coord)) continue; // Skip if voxel not in hash table
// Accumulate the QEF for this voxel
qefs[hash_table[coord]] += boundary_weight * Q; // Scale by boundary weight
}
}
}
std::array<int3, 2> quad_to_2tri(
const std::vector<float3>& vertices,
const int4& quad_indices
) {
int ia = quad_indices.x;
int ib = quad_indices.y;
int ic = quad_indices.z;
int id = quad_indices.w;
Eigen::Vector3f a(vertices[ia].x, vertices[ia].y, vertices[ia].z);
Eigen::Vector3f b(vertices[ib].x, vertices[ib].y, vertices[ib].z);
Eigen::Vector3f c(vertices[ic].x, vertices[ic].y, vertices[ic].z);
Eigen::Vector3f d(vertices[id].x, vertices[id].y, vertices[id].z);
// diagonal AC
Eigen::Vector3f n_abc = (b - a).cross(c - a).normalized();
Eigen::Vector3f n_acd = (c - a).cross(d - a).normalized();
float angle_ac = std::acos(std::clamp(n_abc.dot(n_acd), -1.0f, 1.0f));
// diagonal BD
Eigen::Vector3f n_abd = (b - a).cross(d - a).normalized();
Eigen::Vector3f n_bcd = (c - b).cross(d - b).normalized();
float angle_bd = std::acos(std::clamp(n_abd.dot(n_bcd), -1.0f, 1.0f));
if (angle_ac <= angle_bd) {
return {int3{ia, ib, ic}, int3{ia, ic, id}};
} else {
return {int3{ia, ib, id}, int3{ib, ic, id}};
}
}
void face_from_dual_vertices(
const std::unordered_map<VoxelCoord, size_t>& hash_table,
const std::vector<int3>& voxels,
const std::vector<float3>& dual_vertices,
const std::vector<bool3>& intersected,
std::vector<int3>& face_indices
) {
for (int i = 0; i < dual_vertices.size(); ++i) {
int3 coord = voxels[i];
bool3 is_intersected = intersected[i];
// Check existence of neighboring 6 voxels
size_t neigh_indices[6] = {
get_or_default(hash_table, VoxelCoord{coord.x + 1, coord.y, coord.z}, kInvalidIndex),
get_or_default(hash_table, VoxelCoord{coord.x, coord.y + 1, coord.z}, kInvalidIndex),
get_or_default(hash_table, VoxelCoord{coord.x + 1, coord.y + 1, coord.z}, kInvalidIndex),
get_or_default(hash_table, VoxelCoord{coord.x, coord.y, coord.z + 1}, kInvalidIndex),
get_or_default(hash_table, VoxelCoord{coord.x + 1, coord.y, coord.z + 1}, kInvalidIndex),
get_or_default(hash_table, VoxelCoord{coord.x, coord.y + 1, coord.z + 1}, kInvalidIndex)
};
// xy-plane
if (is_intersected[2] && neigh_indices[0] != kInvalidIndex && neigh_indices[1] != kInvalidIndex && neigh_indices[2] != kInvalidIndex) {
int4 quad_indices{i, neigh_indices[0], neigh_indices[2], neigh_indices[1]};
auto tri_indices = quad_to_2tri(dual_vertices, quad_indices);
face_indices.insert(face_indices.end(), tri_indices.begin(), tri_indices.end());
}
// yz-plane
if (is_intersected[0] && neigh_indices[1] != kInvalidIndex && neigh_indices[3] != kInvalidIndex && neigh_indices[5] != kInvalidIndex) {
int4 quad_indices{i, neigh_indices[1], neigh_indices[5], neigh_indices[3]};
auto tri_indices = quad_to_2tri(dual_vertices, quad_indices);
face_indices.insert(face_indices.end(), tri_indices.begin(), tri_indices.end());
}
// xz-plane
if (is_intersected[1] && neigh_indices[0] != kInvalidIndex && neigh_indices[3] != kInvalidIndex && neigh_indices[4] != kInvalidIndex) {
int4 quad_indices{i, neigh_indices[0], neigh_indices[4], neigh_indices[3]};
auto tri_indices = quad_to_2tri(dual_vertices, quad_indices);
face_indices.insert(face_indices.end(), tri_indices.begin(), tri_indices.end());
}
}
}
/**
* Extract flexible dual grid from a triangle mesh.
*
* @param vertices: Tensor of shape (N, 3) containing vertex positions.
* @param faces: Tensor of shape (M, 3) containing triangle vertex indices.
* @param voxel_size: Tensor of shape (3,) containing the voxel size in each dimension.
* @param grid_range: Tensor of shape (2, 3) containing the minimum and maximum coordinates of the grid range.
* @param face_weight: Weight for the face edges in the QEF computation.
* @param boundary_weight: Weight for the boundary edges in the QEF computation.
* @param regularization_weight: Regularization factor to apply to the QEF matrices.
* @param timing: Boolean flag to indicate whether to print timing information.
*
* @return a tuple ((x, y, z), vertices, intersected, faces) containing the remeshed vertices and the corresponding voxel grid.
*/
std::tuple<torch::Tensor, torch::Tensor, torch::Tensor> mesh_to_flexible_dual_grid_cpu(
const torch::Tensor& vertices,
const torch::Tensor& faces,
const torch::Tensor& voxel_size,
const torch::Tensor& grid_range,
float face_weight,
float boundary_weight,
float regularization_weight,
bool timing
) {
const int F = faces.size(0);
const float* v_ptr = vertices.data_ptr<float>();
const int* f_ptr = faces.data_ptr<int>();
const float* voxel_size_ptr = voxel_size.data_ptr<float>();
const int* grid_range_ptr = grid_range.data_ptr<int>();
clock_t start, end;
std::unordered_map<VoxelCoord, size_t> hash_table;
std::vector<int3> voxels; // Voxel coordinates
std::vector<Eigen::Vector3f> means; // Mean vertex positions for each voxel
std::vector<float> cnt; // Number of intersections for each voxel
std::vector<bool3> intersected; // Indicate whether edges of voxels intersect with surface
std::vector<Eigen::Matrix4f> qefs; // QEF matrices for each voxel
// Convert tensors to Eigen types
Eigen::Vector3f e_voxel_size(voxel_size_ptr[0], voxel_size_ptr[1], voxel_size_ptr[2]);
Eigen::Vector3i e_grid_min(grid_range_ptr[0], grid_range_ptr[1], grid_range_ptr[2]);
Eigen::Vector3i e_grid_max(grid_range_ptr[3], grid_range_ptr[4], grid_range_ptr[5]);
// Intersect QEF computation
start = clock();
std::vector<Eigen::Vector3f> triangles;
triangles.reserve(F * 3);
for (int f = 0; f < F; ++f) {
for (int v = 0; v < 3; ++v) {
triangles.push_back(Eigen::Vector3f(
v_ptr[f_ptr[f * 3 + v] * 3 + 0],
v_ptr[f_ptr[f * 3 + v] * 3 + 1],
v_ptr[f_ptr[f * 3 + v] * 3 + 2]
));
}
}
intersect_qef(e_voxel_size, e_grid_min, e_grid_max, triangles, hash_table, voxels, means, cnt, intersected, qefs);
end = clock();
if (timing) std::cout << "Intersect QEF computation took " << double(end - start) / CLOCKS_PER_SEC << " seconds." << std::endl;
// Face QEF computation
if (face_weight > 0.0f) {
start = clock();
face_qef(e_voxel_size, e_grid_min, e_grid_max, triangles, hash_table, qefs);
end = clock();
if (timing) std::cout << "Face QEF computation took " << double(end - start) / CLOCKS_PER_SEC << " seconds." << std::endl;
}
// Boundary QEF computation
if (boundary_weight > 0.0f) {
start = clock();
std::map<std::pair<int, int>, int> edge_count;
for (int f = 0; f < F; ++f) {
for (int v0 = 0; v0 < 3; ++v0) {
int e0 = f_ptr[f * 3 + v0];
int e1 = f_ptr[f * 3 + (v0 + 1) % 3];
if (e0 > e1) std::swap(e0, e1);
edge_count[std::make_pair(e0, e1)]++;
}
}
std::vector<Eigen::Vector3f> boundries;
for (const auto& e : edge_count) {
if (e.second == 1) {
int v0 = e.first.first;
int v1 = e.first.second;
boundries.push_back(Eigen::Vector3f(
v_ptr[v0 * 3 + 0],
v_ptr[v0 * 3 + 1],
v_ptr[v0 * 3 + 2]
));
boundries.push_back(Eigen::Vector3f(
v_ptr[v1 * 3 + 0],
v_ptr[v1 * 3 + 1],
v_ptr[v1 * 3 + 2]
));
}
}
boundry_qef(e_voxel_size, e_grid_min, e_grid_max, boundries, boundary_weight, hash_table, qefs);
end = clock();
if (timing) std::cout << "Boundary QEF computation took " << double(end - start) / CLOCKS_PER_SEC << " seconds." << std::endl;
}
// Solve the QEF system to obtain final dual vertices
start = clock();
std::vector<float3> dual_vertices(voxels.size());
for (int i = 0; i < voxels.size(); ++i) {
int3 coord = voxels[i];
Eigen::Matrix4f Q = qefs[i];
float min_corner[3] = {
coord.x * e_voxel_size.x(),
coord.y * e_voxel_size.y(),
coord.z * e_voxel_size.z()
};
float max_corner[3] = {
(coord.x + 1) * e_voxel_size.x(),
(coord.y + 1) * e_voxel_size.y(),
(coord.z + 1) * e_voxel_size.z()
};
// Add regularization term
if (regularization_weight > 0.0f) {
Eigen::Vector3f p = means[i] / cnt[i];
// Construct the QEF matrix for this vertex
Eigen::Matrix4f Qreg = Eigen::Matrix4f::Zero();
Qreg.topLeftCorner<3,3>() = Eigen::Matrix3f::Identity();
Qreg.block<3,1>(0,3) = -p;
Qreg.block<1,3>(3,0) = -p.transpose();
Qreg(3,3) = p.dot(p);
Q += regularization_weight * cnt[i] * Qreg; // Scale by regularization weight
}
// Solve unconstrained
Eigen::Matrix3f A = Q.topLeftCorner<3, 3>();
Eigen::Vector3f b = -Q.block<3, 1>(0, 3);
Eigen::Vector3f v_new = A.colPivHouseholderQr().solve(b);
if (!(
v_new.x() >= min_corner[0] && v_new.x() <= max_corner[0] &&
v_new.y() >= min_corner[1] && v_new.y() <= max_corner[1] &&
v_new.z() >= min_corner[2] && v_new.z() <= max_corner[2]
)) {
// Starting enumeration of constraints
float best = std::numeric_limits<float>::infinity();
// Solve single-constraint
auto solve_single_constraint = [&](int fixed_axis) {
int ax1 = (fixed_axis + 1) % 3;
int ax2 = (fixed_axis + 2) % 3;
Eigen::Matrix2f A;
Eigen::Matrix2f B;
Eigen::Vector2f q, b, x;
A << Q(ax1, ax1), Q(ax1, ax2),
Q(ax2, ax1), Q(ax2, ax2);
B << Q(ax1, fixed_axis), Q(ax1, 3),
Q(ax2, fixed_axis), Q(ax2, 3);
auto Asol = A.colPivHouseholderQr();
// if lower bound
q << min_corner[fixed_axis], 1;
b = -B * q;
x = Asol.solve(b);
if (
x.x() >= min_corner[ax1] && x.x() <= max_corner[ax1] &&
x.y() >= min_corner[ax2] && x.y() <= max_corner[ax2]
) {
Eigen::Vector4f p;
p[fixed_axis] = min_corner[fixed_axis];
p[ax1] = x.x();
p[ax2] = x.y();
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
// if upper bound
q << max_corner[fixed_axis], 1;
b = -B * q;
x = Asol.solve(b);
if (
x.x() >= min_corner[ax1] && x.x() <= max_corner[ax1] &&
x.y() >= min_corner[ax2] && x.y() <= max_corner[ax2]
) {
Eigen::Vector4f p;
p[fixed_axis] = max_corner[fixed_axis];
p[ax1] = x.x();
p[ax2] = x.y();
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
};
solve_single_constraint(0); // fix x
solve_single_constraint(1); // fix y
solve_single_constraint(2); // fix z
// Solve two-constraint
auto solve_two_constraint = [&](int free_axis) {
int ax1 = (free_axis + 1) % 3;
int ax2 = (free_axis + 2) % 3;
float a, x;
Eigen::Vector3f b, q;
a = Q(free_axis, free_axis);
b << Q(free_axis, ax1), Q(free_axis, ax2), Q(free_axis, 3);
// if lower-lower bound
q << min_corner[ax1], min_corner[ax2], 1;
x = -(b.dot(q)) / a;
if (x >= min_corner[free_axis] && x <= max_corner[free_axis]) {
Eigen::Vector4f p;
p[free_axis] = x;
p[ax1] = min_corner[ax1];
p[ax2] = min_corner[ax2];
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
// if lower-upper bound
q << min_corner[ax1], max_corner[ax2], 1;
x = -(b.dot(q)) / a;
if (x >= min_corner[free_axis] && x <= max_corner[free_axis]) {
Eigen::Vector4f p;
p[free_axis] = x;
p[ax1] = min_corner[ax1];
p[ax2] = max_corner[ax2];
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
// if upper-lower bound
q << max_corner[ax1], min_corner[ax2], 1;
x = -(b.dot(q)) / a;
if (x >= min_corner[free_axis] && x <= max_corner[free_axis]) {
Eigen::Vector4f p;
p[free_axis] = x;
p[ax1] = max_corner[ax1];
p[ax2] = min_corner[ax2];
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
// if upper-upper bound
q << max_corner[ax1], max_corner[ax2], 1;
x = -(b.dot(q)) / a;
if (x >= min_corner[free_axis] && x <= max_corner[free_axis]) {
Eigen::Vector4f p;
p[free_axis] = x;
p[ax1] = max_corner[ax1];
p[ax2] = max_corner[ax2];
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
};
solve_two_constraint(0); // free x
solve_two_constraint(1); // free y
solve_two_constraint(2); // free z
// Solve three-constraint
for (int x_constraint = 0; x_constraint < 2; ++x_constraint) {
for (int y_constraint = 0; y_constraint < 2; ++y_constraint) {
for (int z_constraint = 0; z_constraint < 2; ++z_constraint) {
Eigen::Vector4f p;
p[0] = x_constraint ? min_corner[0] : max_corner[0];
p[1] = y_constraint ? min_corner[1] : max_corner[1];
p[2] = z_constraint ? min_corner[2] : max_corner[2];
p[3] = 1.0f;
float err = p.transpose() * Q * p;
if (err < best) {
best = err;
v_new << p[0], p[1], p[2];
}
}
}
}
}
// Store the dual vertex and voxel grid coordinates
dual_vertices[i] = float3{v_new.x(), v_new.y(), v_new.z()};
}
end = clock();
if (timing) std::cout << "Dual vertices computation took " << double(end - start) / CLOCKS_PER_SEC << " seconds." << std::endl;
return std::make_tuple(
torch::from_blob(voxels.data(), {int(voxels .size()), 3}, torch::kInt32).clone(),
torch::from_blob(dual_vertices.data(), {int(dual_vertices.size()), 3}, torch::kFloat32).clone(),
torch::from_blob(intersected.data(), {int(intersected.size()), 3}, torch::kBool).clone()
);
}
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